<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
  <monster>
      <name>Animated Object (Huge)</name>
    <size>H</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>10 (natural armor)</ac>
    <hp>80 (80d1)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>6</dex>
    <con>10</con>
    <int>3</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Animated</name>
      <text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
      <text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
      <text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 4) bludgeoning damage.</text>
      <attack>Slam|+8|2d12+4</attack>
      </action>
    <description>
Source: Player's Handbook p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Animated Object (Large)</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>10 (natural armor)</ac>
    <hp>50 (50d1)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>10</con>
    <int>3</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Animated</name>
      <text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
      <text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
      <text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d10 + 2) bludgeoning damage.</text>
      <attack>Slam|+6|2d10+2</attack>
      </action>
    <description>
Source: Player's Handbook p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Animated Object (Medium)</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>40 (40d1)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>12</dex>
    <con>10</con>
    <int>3</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Animated</name>
      <text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
      <text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
      <text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (2d6 + 1) bludgeoning damage.</text>
      <attack>Slam|+5|2d6+1</attack>
      </action>
    <description>
Source: Player's Handbook p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Animated Object (Small)</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>25 (25d1)</hp>
    <speed>walk 30 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>10</con>
    <int>3</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Animated</name>
      <text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
      <text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
      <text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage.</text>
      <attack>Slam|+6|1d8+2</attack>
      </action>
    <description>
Source: Player's Handbook p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Animated Object (Tiny)</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>20 (20d1)</hp>
    <speed>walk 30 ft.</speed>
    <str>4</str>
    <dex>18</dex>
    <con>10</con>
    <int>3</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Animated</name>
      <text>If the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0.</text>
      <text>When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.</text>
      <text>The DM might rule that a specific objects slam attack inflicts slashing or piercing damage based on its form.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.</text>
      <attack>Slam|+8|1d4+4</attack>
      </action>
    <description>
Source: Player's Handbook p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tiny Servant</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>10 (4d4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>4</str>
    <dex>16</dex>
    <con>10</con>
    <int>2</int>
    <wis>10</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
      <attack>Slam|+5|1d4+3</attack>
      </action>
    <description>
Source: Xanathar's Guide to Everything p. 169</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Amber Golem</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 30 ft.</speed>
    <str>22</str>
    <dex>9</dex>
    <con>20</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|3d8+6</attack>
      </action>
    <action>
        <name>Slow (Recharge 5-6)</name>
      <text>The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>
Source: Curse of Strahd p. 186</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Anastrasya Karelova</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Anastrasya regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Anastrasya takes radiant damage or damage from holy water, this trait doesn't function at the start of Anastrasya's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Anastrasya can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Anastrasya has the following flaws:</text>
      <text>Forbiddance. Anastrasya can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Anastrasya takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Anastrasya is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Anastrasya takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Anastrasya makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Anastrasya, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Anastrasya regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Anastrasya can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 93</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Animated Halberd</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>17 (5d6)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>11</con>
    <int>1</int>
    <wis>5</wis>
    <cha>1</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Longsword|+3|1d8+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 59</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Arabelle</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>2 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <description>
Source: Curse of Strahd p. 38</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Armored Saber-Toothed Tiger</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>84 (7d10+14)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>3</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The tiger has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage.</text>
      <attack>Bite|+6|1d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claw|+6|2d6+5</attack>
      </action>
    <description>
Source: Curse of Strahd p. 115</description>
    <environment>mountain, arctic</environment>
    </monster>
  <monster>
      <name>Arrigal</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>14</con>
    <int>13</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Dex +6, Int +4</save>
    <skill>Acrobatics +6, Deception +3, Perception +3, Stealth +9</skill>
    <passive>13</passive>
    <languages>Thieves' cant plus any two languages</languages>
    <cr>8</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Assassinate</name>
      <text>During its first turn, Arrigal has advantage on attack rolls against any creature that hasn't taken a turn. Any hit Arrigal scores against a surprised creature is a critical hit.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If Arrigal is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, Arrigal instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <trait>
        <name>Sneak Attack (1/Turn)</name>
      <text>Arrigal deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Arrigal that isn't incapacitated and Arrigal doesn't have disadvantage on the attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Arrigal makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Shortsword|+6|1d6+3</attack>
      <attack>Shortsword||7d6</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Light Crossbow|+6|1d8+3</attack>
      <attack>Light Crossbow||7d6</attack>
      </action>
    <description>
Source: Curse of Strahd p. 121</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Baba Lysaga</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>120 (16d8+48)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>16</con>
    <int>20</int>
    <wis>17</wis>
    <cha>13</cha>
    <save>Wis +7</save>
    <skill>Arcana +13, Religion +13</skill>
    <passive>13</passive>
    <languages>Abyssal, Common, Draconic, Dwarvish, Giant</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Baba Lysaga can use an action to polymorph into a swarm of insects (flies), or back into her true form. While in swarm form, she has a walking speed of 5 feet and a flying speed of 30 feet. Anything she is wearing transforms with her, but nothing she is carrying does.</text>
      </trait>
    <trait>
        <name>Blessing of Mother Night</name>
      <text>Baba Lysaga is shielded against divination magic, as though protected by a nondetection spell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Baba Lysaga makes three attacks with her quarterstaff.</text>
      </action>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if wielded with two hands.</text>
      <attack>Quarterstaff|+8|1d6+4</attack>
      </action>
    <action>
        <name>Summon Swarms of Insects (Recharges after a Short or Long Rest)</name>
      <text>Baba Lysaga summons 1d4 swarms of insects. A summoned swarm appears in an unoccupied space within 60 feet of Baba Lysaga and acts as her ally. It remains until it dies or until Baba Lysaga dismisses it as an action.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Baba Lysaga is a 16th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Baba Lysaga has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, magic missile, sleep, witch bolt</text>
      <text>• 2nd level (3 slots): crown of madness, enlarge/reduce, misty step</text>
      <text>• 3rd level (3 slots): dispel magic, fireball, lightning bolt</text>
      <text>• 4th level (3 slots): blight, Evard's black tentacles, polymorph</text>
      <text>• 5th level (2 slots): cloudkill, geas, scrying</text>
      <text>• 6th level (1 slots): programmed illusion, true seeing</text>
      <text>• 7th level (1 slots): finger of death, mirage arcane</text>
      <text>• 8th level (1 slots): power word stun</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>acid splash, fire bolt, light, mage hand, prestidigitation, detect magic, magic missile, sleep, witch bolt, crown of madness, enlarge/reduce, misty step, dispel magic, fireball, lightning bolt, blight, Evard's black tentacles, polymorph, cloudkill, geas, scrying, programmed illusion, true seeing, finger of death, mirage arcane, power word stun</spells>
    <description>Two women gave life to Strahd von Zarovich. The first was Queen Ravenovia van Roeyen, Strahd's biological mother. The second was the queen's midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in his father's footsteps, it was the latter who sensed a potential for greatness and darkness in Strahd surpassing that of any other mortal. Lysaga believed then, as she believes now, that she is Strahd's true mother.
Other Mother. When Strahd was still a baby in his crib, Baba Lysaga cast protective spells on him and crept into his nursery on stormy nights to sing magical rhymes to him. She also placed the "spark of magic" in him, ensuring that he would become a spellcaster.
Baba Lysaga's unhealthy attachment to the baby Strahd did not go unnoticed. After she received several disturbing reports, Queen Ravenovia was forced to banish the midwife from the kingdom. Lysaga never saw Strahd again, but she has succeeded in staying alive to witness the triumphs of her beloved boy, who, in her mind, is eternally blessed. Despite the horrors Strahd has wrought, Lysaga still envisions him as the perfect child she delivered into the world. Strahd is the only thing in her life that matters to her.
Mother Nearest. During her exile, Baba Lysaga made countless sacrifices to Mother Night, pleading with the goddess to afflict Queen Ravenovia with ill health and visit death upon her. Lysaga eventually got her wish, and after Strahd settled in the valley of Barovia, Lysaga moved as close to him as she dared to.
In the filth-ridden depths of her heart, Lysaga knows that Strahd would never accept her as his true mother, nor could she bear his rejection. As a result, she has never confronted him. She would rather exist in perpetual denial, whiling away the days, months, and years practicing fell magic and looking for ways to help her "son."
Raven Bane. Baba Lysaga has allies in Castle Ravenloft - a coven of witches. Through the aid of these witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.
Strahd doesn't consider the wereravens a serious threat, but Lysaga has chosen to make them the bane of her existence. After much searching and scrying, she discovered a wereraven refuge at the Wizard of Wines winery (chapter 12), and she has begun to wage war against it. In addition, she has forged an alliance with the mad druids that haunt Yester Hill (chapter 14), convincing them that she gave birth to Strahd, whom the druids consider a god. With the druids on her side, she expects to rid Barovia of its wereraven menace.
Gifts of Mother Night. The goddess Mother Night has bestowed magical gifts on Baba Lysaga as rewards for her ceaseless devotion to Strahd. Her skin has the resilience of stone, she is resistant to harmful magic, and she is shielded against divination magic. Mother Night has also imparted to Lysaga the secret of longevity, which requires her to bathe in the blood of beasts on nights of the new moon. Failure to do so causes Lysaga to age rapidly, becoming mere dust and bones in a matter of seconds.
Baba Lysaga's Traits. Ideal. "No love is greater than a mother's love for her son."
Bond. "I am the mother of Strahd. Anyone who disputes this fact can rot."
Flaw. "I will not rest until the last of my son's enemies are destroyed."
Source: Curse of Strahd p. 228</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Baba Lysaga's Creeping Hut</name>
    <size>G</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>263 (17d20+85)</hp>
    <speed>walk 30 ft.</speed>
    <str>26</str>
    <dex>7</dex>
    <con>20</con>
    <int>1</int>
    <wis>3</wis>
    <cha>3</cha>
    <save>Con +9, Wis +0, Cha +0</save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>11</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, prone</conditionImmune>
    <senses>blindsight 120 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Constructed Nature</name>
      <text>An animated object doesn't require air, food, drink, or sleep.</text>
      <text>The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</text>
      </trait>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The hut is incapacitated while the magic gem that animates it is in the area of an antimagic field. If targeted by dispel magic, the hut must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The hut deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hut makes three attacks with its roots. It can replace one of these attacks with a rock attack.</text>
      </action>
    <action>
        <name>Root</name>
      <text>Melee Weapon Attack: +12 to hit, reach 60 ft., one target. 30 (4d10 + 8) bludgeoning damage.</text>
      <attack>Root|+12|4d10+8</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +12 to hit, range 120 ft., one target. 21 (3d8 + 8) bludgeoning damage.</text>
      <attack>Rock|+12|3d8+8</attack>
      </action>
    <description>Baba Lysaga built a hut atop the rotting stump of a giant tree that was felled long ago. It was only after she embedded a magic gemstone in the hut that the whole thing was imbued with a semblance of life. When she wills it to do so, the hut pulls its gigantic roots free of the earth and shambles around like a spidery behemoth, shaking the ground with every step. The hut attacks with its flailing and stomping roots. It can also use its roots to fling large rocks.
Hut Interior. The hut is a 15-foot-square, ramshackle wooden building with a gently sloping thatch roof. Its furnishings have been bolted to the floor, since the hut lurches from side to side when it walks.
Heart of the Hut. The gemstone that has given life to Baba Lysaga's hut was previously buried in the Wizard of Wines vineyard. The gem was one of three imbued with life-giving magic that made the grapevines in the vineyard healthier, guaranteeing the finest wines. Baba Lysaga stole one of the gems and perverted its magic, using it instead to animate her wooden hut.
Removing the gem from the hut renders the hut incapacitated. That task is easier said than done, however. The glowing green gem is contained in a cavity in the stump, beneath the rotted floorboards of the hut. The floorboards can be ripped up with a successful DC 14 Strength check or smashed by dealing 10 damage to them. Once the floorboards are out of the way, a creature can reach into the cavity and snatch the gem. But if someone attempts this while the hut is alive, the cavity sprouts wooden teeth, becoming a mouth that bites anything that tries to remove the gem; a creature trying to remove the gem must make a DC 20 Dexterity saving throw. On a successful save, the creature claims the stone without getting bitten. On a failed save, the creature is bitten for 10 (3d6) piercing damage and fails to obtain the gem.
Source: Curse of Strahd p. 226</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Baron Vargas Vallakovich</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>15 (breastplate)</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>11</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Persuasion +5</skill>
    <passive>12</passive>
    <languages>any two languages</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Rapier|+3|1d8+1</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Vargas adds 2 to its AC against one melee attack that would hit it. To do so, Vargas must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Curse of Strahd p. 105</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Barovian Commoner</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 29</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Barovian Scout</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The scout makes two melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Light Crossbows</name>
      <text>Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Light Crossbows|+4|1d8+2</attack>
      </action>
    <description>
Source: Curse of Strahd p. 29</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Barovian Witch</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>10</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>11</dex>
    <con>13</con>
    <int>14</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Arcana +4, Perception +2</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Claws (Requires Alter Self)</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage. This attack is magical.</text>
      <attack>Claws (Requires Alter Self)|+3|1d6+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Dagger|+2|1d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The witch is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The witch has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): ray of sickness, sleep, Tasha's hideous laughter</text>
      <text>• 2nd level (2 slots): alter self, invisibility</text>
      </trait>
    <slots>4, 2</slots>
    <spells>mage hand, prestidigitation, ray of frost, ray of sickness, sleep, Tasha's hideous laughter, alter self, invisibility</spells>
    <description>The mad women and men known as Barovian witches forge pacts with Strahd and the Dark Powers of Ravenloft in exchange for magic and longevity. They prefer to live in the shadows and can see in the dark. When traveling in the open, they use alter self spells to assume less conspicuous forms. They also use these spells to grow long, sharp claws with which they can attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his wish is their command. Barovian witches sometimes refer to themselves as the brothers and sisters of Strahd, though never to Strahd's face.
Pack Rats with Cats.  Barovian witches are obsessive collectors, each believing that almost anything found - a piece of broken bone, a dead rodent, a handful of dust, or some other worthless item or substance - could be valuable or useful as a spell component, a ritual object, or a potion ingredient.
Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.
Source: Curse of Strahd p. 229</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Beucephalus</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>104 (8d10+24)</hp>
    <speed>walk 60 ft., fly 90 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>understands Abyssal, Common, and Infernal but can't speak </languages>
    <cr>3</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Confer Fire Resistance</name>
      <text>Beucephalus can grant resistance to fire damage to anyone riding it.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>Beucephalus sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.</text>
      <attack>Hooves|+6|2d8+4</attack>
      </action>
    <action>
        <name>Ethereal Stride</name>
      <text>Beucephalus and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.</text>
      </action>
    <description>
Source: Curse of Strahd p. 93</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bluto Krogarov</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 38</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Broom of Animated Attack</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>17 (5d6)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>10</str>
    <dex>17</dex>
    <con>10</con>
    <int>1</int>
    <wis>5</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Constructed Nature</name>
      <text>An animated object doesn't require air, food, drink, or sleep.</text>
      <text>The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</text>
      </trait>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The broom is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the broom must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the broom remains motionless and isn't flying, it is indistinguishable from a normal broom.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The broom makes two melee attacks.</text>
      </action>
    <action>
        <name>Broomstick</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
      <attack>Broomstick|+5|1d4+3</attack>
      </action>
    <reaction>
        <name>Animated Attack</name>
      <text>If the broom is motionless and a creature grabs hold of it, the broom makes a Dexterity check contested by the creature's Strength check. If the broom wins the contest, it flies out of the creature's grasp and makes a melee attack against it with advantage on the attack roll.</text>
      </reaction>
    <description>A broom of animated attack is easily mistaken for a broom of flying. It attacks any creature that grabs it or tries to ride it.
Flying Broom. Some brooms of animated attack allow their creators to ride them, in which case they behave like typical brooms of flying. A broom of animated attack, however, can carry only half the weight that a broom of flying can (see chapter 7, "Treasure," of the Dungeon Master's Guide).
Source: Curse of Strahd p. 226</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Clovin Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Two-Headed</name>
      <text>The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Clovin can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Clovin makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 147</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cyrus Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Cyrus can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Cyrus makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 77</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Davian Martikov</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Lawful Good</alignment>
    <ac>12</ac>
    <hp>31 (7d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>11</con>
    <int>13</int>
    <wis>15</wis>
    <cha>14</cha>
    <save></save>
    <skill>Insight +4, Perception +6</skill>
    <passive>16</passive>
    <languages>Common (can't speak in raven form)</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Davian can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Davian can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack (Human or Hybrid Form Only)</name>
      <text>Davian makes two weapon attacks, one of which can be with its hand crossbow.</text>
      </action>
    <action>
        <name>Beak (Raven or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.</text>
      <attack>Beak (Raven or Hybrid Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword (Human or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword (Human or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow (Human or Hybrid Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <description>
Source: Curse of Strahd p. 173</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Distended Corpse</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 165</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Donavich</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Medicine +4, Religion +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Donavich is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). Donavich has following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (3 slots): bless, cure wounds, sanctuary</text>
      </trait>
    <slots>3</slots>
    <spells>light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary</spells>
    <description>
Source: Curse of Strahd p. 46</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Doru</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Doru regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Doru takes radiant damage or damage from holy water, this trait doesn't function at the start of Doru's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Doru can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Doru has the following flaws:</text>
      <text>Forbiddance. Doru can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Doru takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Doru is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Doru takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Doru makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Doru, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Doru regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Doru can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 47</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Emil Toranescu</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (in humanoid form, 12 (natural armor) in wolf or hybrid form)</ac>
    <hp>72 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Common (can't speak in wolf form)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Emil can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>Emil has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>Emil makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).</text>
      </action>
    <action>
        <name>Bite (Wolf or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.</text>
      <attack>Bite (Wolf or Hybrid Form Only)|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws (Hybrid Form Only)|+4|2d4+2</attack>
      </action>
    <action>
        <name>Spear (Humanoid Form Only)</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear (Humanoid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>
Source: Curse of Strahd p. 81</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Escher</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Escher regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Escher takes radiant damage or damage from holy water, this trait doesn't function at the start of Escher's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Escher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Escher has the following flaws:</text>
      <text>Forbiddance. Escher can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Escher takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Escher is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Escher takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Escher makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Escher, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Escher regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Escher can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 70</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Exethanter</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>17 (natural armor)</ac>
    <hp>99 (18d8+54)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>16</con>
    <int>20</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +10, Int +12, Wis +9</save>
    <skill>Arcana +19, History +12, Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>Common plus up to five other languages</languages>
    <cr>21</cr>
    <resist>cold, lightning, necrotic</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Exethanter fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>Exethanter has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Paralyzing Touch</name>
      <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Paralyzing Touch|+12|3d6</attack>
      </action>
    <legendary>
        <text>The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>Exethanter casts a cantrip.</text>
      </legendary>
    <legendary>
        <name>Paralyzing Touch (Costs 2 Actions)</name>
      <text>Exethanter uses its Paralyzing Touch.</text>
      </legendary>
    <legendary>
        <name>Frightening Gaze (Costs 2 Actions)</name>
      <text>Exethanter fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Exethanter's gaze for the next 24 hours.</text>
      </legendary>
    <legendary>
        <name>Disrupt Life (Costs 3 Actions)</name>
      <text>Each non-undead creature within 20 feet of Exethanter must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:</text>
      <text>• The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.</text>
      <text>• The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.</text>
      <text>• The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Exethanter is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Exethanter has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): detect magic, magic missile, shield, thunderwave</text>
      <text>• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball</text>
      <text>• 4th level (3 slots): blight, dimension door</text>
      <text>• 5th level (3 slots): cloudkill, scrying</text>
      <text>• 6th level (1 slots): disintegrate, globe of invulnerability</text>
      <text>• 7th level (1 slots): finger of death, plane shift</text>
      <text>• 8th level (1 slots): dominate monster, power word stun</text>
      <text>• 9th level (1 slots): power word kill</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill</spells>
    <description>
Source: Curse of Strahd p. 189</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ezmerelda d'Avenir</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Good</alignment>
    <ac>17 (+1 studded leather armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>19</dex>
    <con>16</con>
    <int>16</int>
    <wis>11</wis>
    <cha>17</cha>
    <save>Wis +3</save>
    <skill>Acrobatics +7, Arcana +6, Deception +9, Insight +3, Medicine +3, Perception +6, Performance +6, Sleight of hand +7, Stealth +7, Survival +6</skill>
    <passive>16</passive>
    <languages>Common, Elvish</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Special Equipment</name>
      <text>In addition to her magic armor and weapons, Ezmerelda has two potion of greater healing, six holy water (flask), and three wooden stakes.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Ezmerelda makes three attacks: two with her +1 rapier and one with her +1 handaxe or her silvered shortsword.</text>
      </action>
    <action>
        <name>Rapier +1</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
      <attack>Rapier +1|+8|1d8+5</attack>
      </action>
    <action>
        <name>Handaxe +1</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Handaxe +1|+6|1d6+3</attack>
      </action>
    <action>
        <name>Silvered Shortsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Silvered Shortsword|+7|1d6+4</attack>
      </action>
    <action>
        <name>Curse (Recharges after a Long Rest)</name>
      <text>Ezmerelda targets one creature that she can see within 30 feet of her. The target must succeed on a DC 14 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of Ezmerelda's choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Ezmerelda takes 3d6 psychic damage.</text>
      </action>
    <action>
        <name>Evil Eye (Recharges after a Short or Long Rest)</name>
      <text>Ezmerelda targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 14), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Ezmerelda is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Ezmerelda is a 7th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Ezmerelda has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): protection from evil and good, magic missile, shield</text>
      <text>• 2nd level (3 slots): darkvision, knock, mirror image</text>
      <text>• 3rd level (3 slots): clairvoyance, lightning bolt, magic circle</text>
      <text>• 4th level (1 slots): greater invisibility</text>
      </trait>
    <slots>4, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, protection from evil and good, magic missile, shield, darkvision, knock, mirror image, clairvoyance, lightning bolt, magic circle, greater invisibility</spells>
    <description>Ezmerelda d'Avenir, a Vistana, is the protégé of Rudolph van Richten - despite the fact that her first encounter with the vampire hunter was anything but pleasant.
Witness to Tragedy. When Ezmerelda was a little girl, her family kidnapped van Richten's teenage son, Erasmus, and delivered him into the clutches of a vampire. Even today, years later, she can still hear Erasmus's pleas for mercy. That event haunted her childhood.
Van Richten tracked down Ezmerelda's family soon after the kidnapping, but not before the Vistani had sold the boy. Though van Richten could have done them harm, he instead interrogated Ezmerelda's mother and father on the whereabouts of his missing son. Satisfied with their answers, he spared their lives before departing with the information they had given him. Ezmerelda witnessed van Richten's act of mercy and was deeply moved by it.
Van Richten's Tragic Tale. At the age of fifteen, Ezmerelda, still troubled by what her family had done to van Richten, ran away from home. After many harrowing adventures, she tracked down van Richten two years later. Thinking she was a Vistana assassin, he put a sword to her throat and threatened to spill her blood. Ezmerelda convinced him that she genuinely wanted to help him find his missing son, whereupon van Richten told her the saddest of tales. He had found his son, who had been transformed into a vampire spawn. When Erasmus pleaded to his father for salvation, van Richten granted his request by ending his existence.
Farewell. Ezmerelda remained by van Richten's side for two years, helping him track down and slay many creatures of the night. But because van Richten could never bring himself to fully trust a Vistana, he kept secrets from her. The two vampire hunters got on each other's nerves, and their arguments became more frequent. At last, Ezmerelda suggested that they part company with some shred of their friendship still intact, and van Richten agreed.
Ezmerelda's Secret. Since bidding farewell to van Richten, Ezmerelda has amassed a sizable personal fortune, some of which she used to buy a wagon to carry her vampire-slaying paraphernalia. On one of her less successful adventures, a werewolf bit off her right leg below the knee, and although she avoided being afflicted with lycanthropy, Ezmerelda was sidelined for months. She commissioned a master artisan to craft a prosthetic lower leg and foot. After several tries, he delivered a prosthesis that restored her mobility. She has since adapted well to the false appendage.
The Great Vampire Hunt. While in the company of a Vistani caravan, Ezmerelda heard a rumor that Rudolph van Richten had gone to Barovia to slay the most powerful vampire of them all. She decided that he might need help and traveled for months to reach Strahd's domain. She rode her wagon to Vallaki and learned about an old tower that seemed the sort of place van Richten would use as a base. When she arrived there, she found some of van Richten's belongings, but of the vampire hunter there was no sign. Although she is anxious to learn the whereabouts of her mentor, she is also eager to earn his trust and respect. To that end, she has been poring over van Richten's research and learning about Strahd and Castle Ravenloft, with every intention of dispatching the vampire herself.
Tarokka Deck. Ezmerelda keeps a deck of tarokka cards in her wagon (chapter 11, area V1). Although the cards aren't magical, Ezmerelda can use them to perform a card reading for the characters (see chapter 1), like the one that can be performed by Madam Eva.
Ezmerelda d'Avenir's Traits. Ideal. "Evil that feeds on the innocent is the worst of all evils and must be destroyed."
Bond. "My mentor and teacher, Dr. Rudolph van Richten, is like a father to me."
Flaw. "I go where angels fear to tread."
Source: Curse of Strahd p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gadof Blinsky</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 118</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Gertruda</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 68</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Guardian Portrait</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>5 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 0 ft.</speed>
    <str>1</str>
    <dex>1</dex>
    <con>10</con>
    <int>14</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, plus up to two other languages</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Constructed Nature</name>
      <text>An animated object doesn't require air, food, drink, or sleep.</text>
      <text>The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</text>
      </trait>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The portrait is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the portrait must succeed on a Constitution saving throw against the caster's spell save DC or become unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the figure in the portrait remains motionless, the portrait is indistinguishable from a normal painting.</text>
      </trait>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The portrait's innate spellcasting ability is Intelligence (spell save DC 12). The portrait can innately cast the following spells, requiring no material components:</text>
      <text>3/day each: counterspell, crown of madness, hypnotic pattern, telekinesis</text>
      </trait>
    <spells>counterspell, crown of madness, hypnotic pattern, telekinesis</spells>
    <description>A guardian portrait looks like a finely rendered and beautifully framed work of art, usually depicting someone important in a realistic manner. The picture and its frame are bound with powerful magic and are inseparable.
Living Image. The eyes of the figure depicted in the painting are imbued with darkvision, and they appear to follow creatures that move in front of them.
Innate Spells. When a guardian portrait attacks, the figure in the painting animates and moves as though alive (albeit in two dimensions). The guardian portrait has no effective melee attacks, but it has a repertoire of innate spells that it can cast. When it casts a spell, the figure painted on the canvas makes all the appropriate somatic gestures and verbal incantations for the spell.
Source: Curse of Strahd p. 227</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Helga Ruvak</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Helga regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Helga takes radiant damage or damage from holy water, this trait doesn't function at the start of Helga's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Helga can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Helga has the following flaws:</text>
      <text>Forbiddance. Helga can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Helga takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Helga is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Helga takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Helga makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Helga, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Helga regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Helga can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 64</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Henrik van der Voort</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 116</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Ireena Kolyana</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>15 (breastplate)</ac>
    <hp>14 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>11</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Persuasion +5</skill>
    <passive>12</passive>
    <languages>any two languages</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Rapier|+3|1d8+1</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Ireena adds 2 to its AC against one melee attack that would hit it. To do so, Ireena must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Curse of Strahd p. 44</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ismark Kolyanovich</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>17 (splint armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Athletics +5, Perception +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>Ismark makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
      <attack>Heavy Crossbow|+3|1d10+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 43</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Izek Strazni</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (studded leather armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>9</wis>
    <cha>15</cha>
    <save></save>
    <skill>Intimidation +8, Perception +2</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Brute</name>
      <text>A melee weapon deals one extra die of its damage when Izek hits with it (included in the attack).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Izek makes two attacks with his battleaxe.</text>
      </action>
    <action>
        <name>Battleaxe</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage, or 15 (2d10 + 4) when used with two hands.</text>
      <attack>Battleaxe|+7|2d8+4</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +5 to hit, range 60 ft., one target. 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it catches fire.</text>
      <attack>Hurl Flame|+5|3d6</attack>
      </action>
    <description>Izek and his sister were born in Vallaki. One morning, their father and their uncle took them fishing on Lake Zarovich. On the way back to town, a dire wolf attacked Izek and bit off his right arm. His father carried Izek back to town while his uncle distracted the beast. His sister ran and hid in the woods and was never seen again.
Unlike his sister, Izek was born without a soul. As time wore on, he forgot his lost sister and learned to cope with his disability.
Orphaned Killer. Izek's parents succumbed to their grief, leaving him an orphan. He became a sociopath. Other children ruthlessly mocked him because of his dead family and his missing arm, but he was a large boy and had no trouble killing them and disposing of their bodies. He was eventually caught in the act and brought to the burgomaster. Instead of punishing the boy for his crimes, Baron Vallakovich pardoned Izek and took him into his home. Izek has been loyal to the burgomaster ever since, enjoying the power of his position and the comforts of his master's mansion. When he isn't enforcing the burgomaster's will, Izek drinks copious amounts of wine.
Fiendish Gift. After years of doing Baron Vallakovich's dirty work, Izek awakened from a drunken stupor one morning to find that he had grown a new arm to replace the one he had lost.
The new appendage has barbed spines, elongated fingers, and long nails. He can create fire with the snap of his fiendish fingers and has used the flames to put the fear of the devil in every Vallakian.
Doll Collector. Perhaps more disturbing than his fiendish arm and his murderous nature is Izek's collection of dolls, which he keeps in his bedroom in the burgomaster's mansion. Izek often has dreams of a beautiful young woman, and for years he has forced a local toymaker named Gadof Blinsky to craft dolls in her likeness. The woman is Ireena Kolyana, although Izek doesn't know her name.
Family Is Forever. Izek has dreams of Ireena. If he spots her, he tries to take her by force to the burgomaster's mansion. If he succeeds, he holds her captive in his bedroom (chapter 5, area N3j). Unknown to Izek and Ireena, they are brother and sister. Ireena fled after Izek was attacked by the dire wolf and became lost in the woods. She wandered for days in shock until she was found and adopted by Kolyan Indirovich in the village of Barovia. Izek covets her in an unwholesome way and won't allow anyone or anything to come between them.
Izek Strazni's Traits. Ideal. "Fear is a powerful weapon. I use it to get what I want."
Bond. "I am loyal to my master, Baron Vallakovich, for he brought me into his home. I owe him my life, but he isn't family."
Flaw. "I would do anything, kill anything, to find my sister."
Source: Curse of Strahd p. 232</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kasimir Velikov</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>Kasimir has advantage on saving throws against being charmed, and magic can't put the him to sleep.</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>Kasimir wears a ring of warmth and carries a spellbook containing all the spells he has prepared plus the following spells: arcane lock, comprehend languages, hold person, identify, locate object, nondetection, polymorph, protection from evil and good, ray of frost, and wall of stone.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Kasimir is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Kasimir has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Curse of Strahd p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kiril Stoyanovich</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (in humanoid form, 12 (natural armor) in wolf or hybrid form)</ac>
    <hp>90 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Common (can't speak in wolf form)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Kiril can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>Kiril has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>Kiril makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).</text>
      </action>
    <action>
        <name>Bite (Wolf or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.</text>
      <attack>Bite (Wolf or Hybrid Form Only)|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws (Hybrid Form Only)|+4|2d4+2</attack>
      </action>
    <action>
        <name>Spear (Humanoid Form Only)</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear (Humanoid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>
Source: Curse of Strahd p. 203</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Knight of the Order</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral</alignment>
    <ac>13 (leather armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>13</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Str +7, Con +7, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic, psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>The knight regains 10 hit points at the start of its turn. If the knight takes fire or radiant damage, this trait doesn't function at the start of the knight's next turn. The knight's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>When the knight's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>The knight is immune to effects that turn undead.</text>
      </trait>
    <trait>
        <name>Vengeful Tracker</name>
      <text>The knight knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the knight are on different planes of existence. If the creature being tracked by the knight dies, the knight knows.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The knight makes two longsword attacks or two fist attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) slashing damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 (4d6) slashing damage.</text>
      <attack>Longsword|+7|2d10+4</attack>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the knight has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the knight can grapple the target (escape DC 14) provided the target is Large or smaller.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <action>
        <name>Vengeful Glare</name>
      <text>The knight targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the knight deals damage to it, or until the end of the knight's next turn. When the paralysis ends, the target is frightened of the knight for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the knight, ending the frightened condition on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Revenants with Spells and Weapons</name>
      <text>Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, knights that wore armor and wielded weapons in life might continue to do so.</text>
      </action>
    <description>
Source: Curse of Strahd p. 139</description>
    <environment>forest, swamp, hill, urban, desert, arctic</environment>
    </monster>
  <monster>
      <name>Lady Fiona Wachter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (chain shirt)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>12</con>
    <int>13</int>
    <wis>16</wis>
    <cha>13</cha>
    <save></save>
    <skill>Medicine +7, Persuasion +3, Religion +5</skill>
    <passive>13</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Divine Eminence</name>
      <text>As a bonus action, Fiona can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Fiona expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
      <attack>Mace|+2|1d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Fiona is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Fiona has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): cure wounds, guiding bolt, sanctuary</text>
      <text>• 2nd level (3 slots): lesser restoration, spiritual weapon</text>
      <text>• 3rd level (2 slots): dispel magic, spirit guardians</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
    <description>
Source: Curse of Strahd p. 110</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lady Lydia Petrovna</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 105</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Lief Lipsiege</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 62</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Ludmilla Vilisevic</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Ludmilla regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Ludmilla takes radiant damage or damage from holy water, this trait doesn't function at the start of Ludmilla's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Ludmilla can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Ludmilla has the following flaws:</text>
      <text>Forbiddance. Ludmilla can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Ludmilla takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Ludmilla is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Ludmilla takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Ludmilla makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Ludmilla, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Ludmilla regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Ludmilla can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 93</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Luvash</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Lawful Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>14</con>
    <int>14</int>
    <wis>11</wis>
    <cha>14</cha>
    <save>Str +4, Dex +5, Wis +2</save>
    <skill>Athletics +4, Deception +4</skill>
    <passive>10</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>Luvash makes three melee attacks: two with its scimitar and one with its dagger. Or Luvash makes two ranged attacks with its daggers.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar|+5|1d6+3</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Luvash adds 2 to its AC against one melee attack that would hit it. To do so, Luvash must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Curse of Strahd p. 121</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mad Mary</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 44</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Madam Eva</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>10</ac>
    <hp>88 (16d8+16)</hp>
    <speed>walk 20 ft.</speed>
    <str>8</str>
    <dex>11</dex>
    <con>12</con>
    <int>17</int>
    <wis>20</wis>
    <cha>18</cha>
    <save>Con +5</save>
    <skill>Arcana +7, Deception +8, Insight +13, Intimidation +8, Perception +9, Religion +7</skill>
    <passive>19</passive>
    <languages>Abyssal, Common, Elvish, Infernal</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Dagger|+4|1d4</attack>
      </action>
    <action>
        <name>Curse (Recharges after a Long Rest)</name>
      <text>Madam Eva targets one creature that she can see within 30 feet of her. The target must succeed on a DC 17 Wisdom saving throw or be cursed. While cursed, the target is blinded and deafened. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, Madam Eva takes 5d6 psychic damage.</text>
      </action>
    <action>
        <name>Evil Eye (Recharges after a Short or Long Rest)</name>
      <text>Madam Eva targets one creature that she can see within 10 feet of her and casts one of the following spells on the target (save DC 17), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, Madam Eva is blinded until the end of her next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Madam Eva is a 16th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). Madam Eva has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, mending, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, command, detect evil and good, protection from evil and good</text>
      <text>• 2nd level (3 slots): lesser restoration, protection from poison, spiritual weapon</text>
      <text>• 3rd level (3 slots): create food and water, speak with dead, spirit guardians</text>
      <text>• 4th level (3 slots): divination, freedom of movement, guardian of faith</text>
      <text>• 5th level (2 slots): greater restoration, raise dead</text>
      <text>• 6th level (1 slots): find the path, harm, true seeing</text>
      <text>• 7th level (1 slots): fire storm, regenerate</text>
      <text>• 8th level (1 slots): earthquake</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>light, mending, sacred flame, thaumaturgy, bane, command, detect evil and good, protection from evil and good, lesser restoration, protection from poison, spiritual weapon, create food and water, speak with dead, spirit guardians, divination, freedom of movement, guardian of faith, greater restoration, raise dead, find the path, harm, true seeing, fire storm, regenerate, earthquake</spells>
    <description>The fortune-teller Madam Eva lives among the Vistani but isn't truly one of them. She appears to be in her seventies, but she is, in fact, much older.
Royal Blood. Madam Eva is Strahd's half-sister, though Strahd is unaware of this fact. Her real name is Katarina, and she is the daughter of a Vistani woman whom King Barov, Strahd's father, took to his bed during one of his many crusades. Madam Eva knows she is Strahd's half-sister but has told no one of the royal blood flowing through her veins.
Mother Night. Over four hundred years ago, Katarina came to Barovia and insinuated herself into Strahd's court, working as a maid in Castle Ravenloft. She came to know the castle like the back of her hand, and she was present for the wedding of Sergei and Tatyana. After Strahd went mad and murdered his brother, she fled the castle and took refuge with the Vistani. Later, she forged a pact with the goddess Mother Night, trading her youth for the power to undo the evil that Strahd had wrought. Mother Night transformed Katarina into an ageless crone gifted with the power of magical foresight. In the guise of Madam Eva, she uses this ability to help Strahd. She can send her Vistani out in their wagons to visit other worlds and bring adventurers to Strahd's domain, in hopes that they will find a way to destroy the vampire or set Strahd free.
For the Love of Strahd. The Dark Powers of Ravenloft would consider Madam Eva a worthy choice to replace Strahd as the master of Ravenloft, but she has all the power she desires and doesn't seek to supplant him. She would rather help Strahd find someone else to succeed him, although she has grave doubts about her ability to locate such an individual.
None of Madam Eva's Vistani kin know her true identity or purpose. They puzzle over her desire to remain in Barovia.
Madam Eva's Traits. Ideal. "I wish Strahd to be free of his curse."
Bond. "The Vistani are my people now."
Flaw. "The people whose fates I divine aren't important. They are but the means to an end."
Source: Curse of Strahd p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Majesto</name>
    <size>T</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>10 (3d4+3)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>17</dex>
    <con>13</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +4, Insight +3, Persuasion +4, Stealth +5</skill>
    <passive>11</passive>
    <languages>Infernal, Common</languages>
    <cr>1</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>Majesto can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), 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.</text>
      </trait>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede Majesto's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Majesto has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Sting (Bite in Beast Form)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Sting (Bite in Beast Form)|+5|1d4+3</attack>
      <attack>Sting (Bite in Beast Form)||3d6</attack>
      </action>
    <action>
        <name>Invisibility</name>
      <text>Majesto magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment Majesto wears or carries is invisible with it.</text>
      </action>
    <action>
        <name>Variant: Imp Familiar</name>
      <text>Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize Majesto might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.</text>
      <text>Familiar. Majesto can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what Majesto senses as long as they are within 1 mile of each other. While Majesto is within 10 feet of its master, the master shares Majesto's Magic Resistance trait. If its master violates the terms of the contract, Majesto can end its service as a familiar, ending the telepathic bond.</text>
      </action>
    <description>
Source: Curse of Strahd p. 115</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Marzena Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Flight</name>
      <text>The mongrelfolk has leathery wings and a flying speed of 40 feet.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Marzena can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Marzena makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 150</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Milivoj</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 97</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Mishka Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Spider Climb</name>
      <text>The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Mishka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Mishka makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 150</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mongrelfolk</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Extraordinary Feature</name>
      <text>The mongrelfolk has one of the following extraordinary features, determined randomly by rolling a d20 or chosen by the DM:</text>
      <text>1–3: Amphibious. The mongrelfolk can breathe air and water.</text>
      <text>4–9: Darkvision. The mongrelfolk has darkvision out to a range of 60 feet.</text>
      <text>10: Flight. The mongrelfolk has leathery wings and a flying speed of 40 feet.</text>
      <text>11–15: Keen Hearing and Smell. The mongrelfolk has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      <text>16–17: Spider Climb. The mongrelfolk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      <text>18–19: Standing Leap. The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.</text>
      <text>20: Two-Headed. The mongrelfolk has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The mongrelfolk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The mongrelfolk makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>Mongrelfolk are humanoids that have undergone, or whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For example, one mongrelfolk might have the basic body shape of a dwarf with a head that combines the features of a cat and a lizard, one arm that ends in a crab's pincer, and one leg that ends in a cloven hoof. Another might have the skin and horns of a cow, the eyes of a spider, frog's legs, and a scaly lizard's tail. Each mongrelfolk's mad combination of humanoid and animal forms results in its having a slow, awkward gait.
Sound Mimicry. Mongrelfolk have misshapen mouths and vocal cords. They speak fragmented Common mixed with various animal cries and nonsense. They can effectively imitate sounds made by beasts and humanoids that they've heard. Mongrelfolk aren't sophisticated enough to use these sounds as a covert form of communication, but they can use the sounds to lure enemies into a trap or otherwise distract them.
Outcasts. Mongrelfolk are seldom welcome in other humanoid societies, where they are abused, enslaved, or shunned. They typically live on the fringes of civilization in ruins, deserted buildings, or other places that other humanoid races once lived in or built. They tend to be timid and skittish outside their homes and fiercely territorial within their lairs.
Camouflage Experts. Mongrelfolk often hide their deformities under cloaks and cowls. In this way, they can sometimes pass as stout humans or thin dwarves. They are fond of camouflage, attaching leaves and twigs to their cloaks, making brown paint to cover their skin, and weaving grass nets under which they can hide. They use such camouflage while hunting in the wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It's possible to restore a mongrel-folk to its original form using a greater restoration spell, but the same can't be said for a mongrelfolk's offspring. Only mongrelfolk that are made by magic can be restored to their original forms. Mongrelfolk that are born are true mongrelfolk and not the subjects of a spell or an effect that can be undone.
Mongrelfolk can breed with other humanoids, but nearly all children born to such parents are mongrelfolk. (About one child in every hundred is born looking like its non-mongrelfolk parent.)
Source: Curse of Strahd p. 234</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Morgantha</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>16</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +6, Insight +5, Perception +5, Stealth +5</skill>
    <passive>16</passive>
    <languages>Abyssal, Common, Infernal, Primordial</languages>
    <cr>5</cr>
    <resist>cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Morgantha has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Night Hag Items</name>
      <text>A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.</text>
      <text>Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.</text>
      <text>Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Morgantha catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Morganthas continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Morgantha eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Morgantha eye sees if Morgantha eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Morganthas can't perform it while blinded. During the ritual, if Morganthas take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Claws (Hag Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws (Hag Form Only)|+7|2d8+4</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>Morgantha magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.</text>
      </action>
    <action>
        <name>Etherealness</name>
      <text>Morgantha magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Morgantha must have a heartstone in her possession.</text>
      </action>
    <action>
        <name>Nightmare Haunting (1/Day)</name>
      <text>While on the Ethereal Plane, Morgantha magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Morgantha's soul bag. The reduction to the target's hit point maximum lasts until removed by the  greater restoration spell or similar magic.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Morgantha's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, magic missile</text>
      <text>2/day each: plane shift (self only), ray of enfeeblement, sleep</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Morgantha's Intelligence modifier, and the spell attack bonus is 4 + Morgantha's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
    <description>
Source: Curse of Strahd p. 48</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nikolai Wachter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>15 (breastplate)</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>11</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Persuasion +5</skill>
    <passive>12</passive>
    <languages>any two languages</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Rapier|+3|1d8+1</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Nikolai adds 2 to its AC against one melee attack that would hit it. To do so, Nikolai must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Curse of Strahd p. 110</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Otto Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Standing Leap</name>
      <text>The mongrelfolk's long jump is up to 20 feet and its high jump up to 10 feet, with or without a running start.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Otto can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Otto makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 147</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Parriwimple</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (studded leather armor, shield)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>12</wis>
    <cha>15</cha>
    <save>Str +7, Dex +5, Con +6</save>
    <skill>Athletics +10, Intimidation +5</skill>
    <passive>11</passive>
    <languages>any one language (usually Common)</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Brave</name>
      <text>Parriwimple has advantage on saving throws against being frightened.</text>
      </trait>
    <trait>
        <name>Brute</name>
      <text>A melee weapon deals one extra die of its damage when Parriwimple hits with it (included in the attack).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Parriwimple makes three melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+7|2d6+4</attack>
      </action>
    <action>
        <name>Shield Bash</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      <attack>Shield Bash|+7|2d4+4</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Parriwimple adds 3 to its AC against one melee attack that would hit it. To do so, Parriwimple must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Curse of Strahd p. 43</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Patrina Velikovna</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13</skill>
    <passive>12</passive>
    <languages>any six languages</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Patrina has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Patrina is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Patrina can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): teleport</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*Patrina casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop</spells>
    <description>
Source: Curse of Strahd p. 89</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Phantom Warrior</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>16</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>8</int>
    <wis>10</wis>
    <cha>15</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>any languages it knew in life</languages>
    <cr>3</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Sight</name>
      <text>The phantom warrior can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The phantom warrior can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Spectral Armor and Shield</name>
      <text>The phantom warrior's AC accounts for its spectral armor and shield.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The phantom warrior makes two attacks with its spectral longsword.</text>
      </action>
    <action>
        <name>Spectral Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) force damage.</text>
      <attack>Spectral Longsword|+5|1d8+3</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>The phantom warrior enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
      </action>
    <description>A phantom warrior is the spectral remnant of a willful soldier or knight who perished on the battlefield or died performing its sworn duty. It appears like a translucent version of its living self.
Task Driven. Although one is often mistaken for a ghost, a phantom warrior isn't bound by a yearning to complete some unresolved goal. It can choose to end its undead existence at any time. Its spirit lingers willingly, either out of loyalty to its former master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its life from shortly before it died are hazy, and older memories are forgotten. A phantom warrior can usually remember the last 1d10 + 10 days of its life; everything that happened before that is an impenetrable fog.
Forceful Presence. Although they are incorporeal, phantom warriors can harness the energy around them to deflect incoming attacks and strike with great force. An invisible sheath of energy surrounds a phantom warrior's ghostly armor, shields, and weapons, which become as hard as steel yet don't impede the warrior's ability to move through walls and other solid objects.
Undead Nature. A phantom warrior doesn't require air, food, drink, or sleep.
Source: Curse of Strahd p. 235</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Piccolo</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>3 (1d6)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>11</con>
    <int>4</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>Piccolo has advantage on an attack roll against a creature if at least one of Piccolo's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage.</text>
      <attack>Bite|+1|1d4-1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 118</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Pidlwick II</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>10 (3d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>11</con>
    <int>8</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill>Performance +2</skill>
    <passive>11</passive>
    <languages>understands Common but doesn't speak and can't read or write</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, petrified, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Ambusher</name>
      <text>During the first round of combat, Pidlwick II has advantage on attack rolls against any creature that hasn't had a turn yet.</text>
      </trait>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <action>
        <name>Dart</name>
      <text>Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dart|+4|1d4+2</attack>
      </action>
    <description>After her husband died in battle, Duchess Dorfniya Dilisnya set her sights on becoming Count Strahd von Zarovich's bride, but she failed to win his love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted Tatyana and Sergei with his jokes and gambols. As a result, Strahd didn't object whenever Pidlwick and the duchess came to visit.
Eager to please and desiring to return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right place, the effigy didn't have Pidlwick's abilities, and it failed to entertain anyone. Even though Pidlwick himself had spent months training it, the effigy couldn't speak, and its movements were more awkward than amusing.
A harsh winter trapped the duchess, her fool, and her fool's effigy in Castle Ravenloft for several months. The duchess subsequently succumbed to illness, after which Tatyana asked Pidlwick to remain at Castle Ravenloft.
One Pidlwick Too Many. Von Weerg was no ordinary toymaker, and he put a little of himself into all his creations, which is to say his works had a touch of their creator's madness. Pidlwick II knew that it had no purpose as long as Pidlwick remained in Castle Ravenloft, so it pushed Pidlwick down a long flight of stairs, killing him. Everyone else thought it was an accident. In the days that followed, Pidlwick II tried its best to fill its namesake's shoes, but the effigy's mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a discarded toy.
Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would sneak out of the closet in the middle of the night, smother the guest with a pillow, and then retreat back to the closet. The castle staff never considered that the effigy might be responsible, instead assuming that the guests had died in their sleep.
But Strahd was not fooled. He came to realize fairly quickly that the clockwork effigy had begun to display a murderous nature. Rather than have Pidlwick II destroyed, Strahd kept the fool around to dispose of irksome guests from time to time.
After the deaths of Sergei and Tatyana, the castle became virtually abandoned, and there were no more guests for Pidlwick II to "entertain." The clockwork effigy emerged from its closet and found new places to hide. It fears Strahd and eagerly follows anyone who gives it the attention it craves.
Pidlwick II is basically an oversized toy - a 4-foot-tall mechanism stuffed with gears, springs, and other components expertly fitted together to impart a semblance of life to it. Its skin is made of stitched leather pulled taut over an articulated wooden frame. Pidlwick II has rubbed soot around its eyes and mouth, giving it the triangular eyes and jagged grin of a jack-o'-lantern.
Pidlwick II's Traits. Ideal. "I wish I could make people happy."
Bond. "I would like to find someone - anyone - who isn't afraid of me and who enjoys my company."
Flaw. "When I'm upset, I do bad things."
Source: Curse of Strahd p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rahadin</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (studded leather armor)</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 35 ft.</speed>
    <str>14</str>
    <dex>22</dex>
    <con>17</con>
    <int>15</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Con +7, Wis +7</save>
    <skill>Deception +8, Insight +7, Intimidation +12, Perception +11, Stealth +14</skill>
    <passive>21</passive>
    <languages>Common, Elvish</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Deathly Choir</name>
      <text>Any creature within 10 feet of Rahadin that isn't protected by a mind blank spell hears in its mind the screams of the thousands of people Rahadin has killed. As a bonus action, Rahadin can force all creatures that can hear the screams to make a DC 16 Wisdom saving throw. Each creature takes 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>Rahadin has advantage on saving throws against being charmed, and magic can't put him to sleep.</text>
      </trait>
    <trait>
        <name>Mask of the Wild</name>
      <text>Rahadin can attempt to hide even when he is only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Rahadin attacks three times with his scimitar, or twice with his poisoned darts.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 9 (1d6 + 6) slashing damage.</text>
      <attack>Scimitar|+10|1d6+6</attack>
      </action>
    <action>
        <name>Poisoned Dart</name>
      <text>Ranged Weapon Attack: +10 to hit, range 20/60 ft., one target. 8 (1d4 + 6) piercing damage plus 5 (2d4) poison damage.</text>
      <attack>Poisoned Dart|+10|1d4+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Rahadin's innate spellcasting ability is Intelligence. He can innately cast the following spells, requiring no components:</text>
      <text>1/day: magic weapon, nondetection</text>
      <text>3/day: misty step, phantom steed</text>
      </trait>
    <spells>magic weapon, nondetection, misty step, phantom steed</spells>
    <description>Rahadin, the dusk elf chamberlain of Castle Ravenloft, has served Strahd's family faithfully for nearly five hundred years. He is Strahd's eternal servant, a longtime comrade-in-arms, and a ruthless warrior who has killed thousands in his lifetime.
Exile. Rahadin was exiled for refusing to bow down to a dusk elf prince whom he considered weak and corrupt. When the dusk elves later declined to pay fealty to King Barov, Rahadin helped Barov conquer them. The elf kingdom's royal line was obliterated, the dusk elves hunted like rabbits. The few that survived were either subjugated or forced to live among the Vistani. So pleased was Barov with Rahadin that the king made the dusk elf an honorary member of his family.
Chamberlain. After Barov died, Rahadin continued to fight as one of Strahd's generals. When the wars ended and Strahd turned his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do whatever Strahd asked of him, and he instilled terror in the castle staff by routinely flogging those who didn't perform their duties to his exacting standards.
When a dusk elf named Patrina Velikovna came knocking on Strahd's door, Rahadin could see that she intrigued Strahd, but Rahadin was suspicious of her motives. Patrina tried to seduce Strahd with the prospect of immortality - something Strahd desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled all of his master's affairs and began searching for a woman who could tear Strahd away from Patrina Velikovna. In this task, he failed. His goal was fulfilled, however, when Sergei, Strahd's brother, found Tatyana.
Tatyana was Strahd's type - a woman of exquisite beauty and gentle manner. When Strahd returned to Ravenloft, the young woman instantly caught his eye, and Rahadin had the pleasure of informing Patrina that her presence at the castle was no longer desired.
Rahadin's loyalty didn't waver after Tatyana died and Strahd became a vampire. Rahadin continued to do his master's bidding. Eager to put Tatyana out of his mind, Strahd lured more women to the castle, taking several of them as brides before draining their lives and turning them into vampire spawn. Rahadin would see to it that these women were lavished with jewels and fine clothes, and made comfortable during their stay in Ravenloft.
Executioner. Patrina Velikovna and her people were living among the Vistani when they heard of Tatyana's death and Strahd's curse. The ageless Patrina returned to Ravenloft in the hope of winning Strahd's love. This time, it was clear that Patrina craved Strahd's power and that Strahd would never love her. Rahadin assumed that Patrina would suffer the same fate as those women who had come before her. He was proven wrong when Patrina's own people stoned her to death to keep Strahd from claiming her as his wife.
Strahd was upset that the dusk elves had taken Patrina from him. After securing her body and entombing it in the catacombs of Ravenloft, Strahd sent Rahadin to punish the dusk elves. Rahadin slew the female elves so that the males couldn't breed. He also sliced off the ears of Patrina's brother, Kasimir, who had orchestrated the stoning.
Screams of the Dead. So dreadful a creature is Rahadin that anyone who stands within 10 feet of him can hear the howling screams of the countless men and women he has killed in his lifetime. Rahadin can't hear them, nor would he be haunted by them if he could. The only thing he cares about is Strahd von Zarovich, for whom he would gladly give his life.
Rahadin's Traits. Ideal. "Loyalty is everything."
Bond. "I am a son of King Barov von Zarovich, and I will serve his son - my brother and lord - forever."
Flaw. "I have slain thousands of men. I will slaughter thousands more to preserve the von Zarovich legacy."
Source: Curse of Strahd p. 237</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rictavio</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Good</alignment>
    <ac>12 (leather armor)</ac>
    <hp>77 (14d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>12</dex>
    <con>13</con>
    <int>16</int>
    <wis>18</wis>
    <cha>16</cha>
    <save>Con +4, Wis +7</save>
    <skill>Arcana +9, Insight +7, Medicine +7, Perception +7, Religion +6, Sleight of hand +4</skill>
    <passive>17</passive>
    <languages>Abyssal, Common, Elvish, Infernal</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Special Equipment</name>
      <text>In addition to his sword cane, Rictavio wears a hat of disguise and a ring of mind shielding, and he carries a spell scroll (5th level) of raise dead.</text>
      </trait>
    <trait>
        <name>Undead Slayer</name>
      <text>When Rictavio hits an undead with a weapon attack, the undead takes an extra 10 (3d6) damage of the weapon's type.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Rictavio makes two attacks with his sword cane.</text>
      </action>
    <action>
        <name>Sword Cane</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage (wooden cane) or piercing damage (silvered sword).</text>
      <attack>Sword Cane|+4|1d6+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Rictavio is a 9th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). Rictavio has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, light, mending, thaumaturgy</text>
      <text>• 1st level (4 slots): cure wounds, detect evil and good, protection from evil and good, sanctuary</text>
      <text>• 2nd level (3 slots): augury, lesser restoration, protection from poison</text>
      <text>• 3rd level (3 slots): magic circle, remove curse, speak with dead</text>
      <text>• 4th level (3 slots): death ward, freedom of movement</text>
      <text>• 5th level (1 slots): dispel evil and good</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>guidance, light, mending, thaumaturgy, cure wounds, detect evil and good, protection from evil and good, sanctuary, augury, lesser restoration, protection from poison, magic circle, remove curse, speak with dead, death ward, freedom of movement, dispel evil and good</spells>
    <description>Several months ago, a colorfully dressed half-elf bard came to Barovia in a carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster in search of new actors, he began regaling locals with tales of distant lands.
Monster Hunter. The half-elf ringmaster is, in fact, a legendary human vampire hunter named Rudolph van Richten. Van Richten's tale is a sad one. A scholar and doctor from a land called Darkon, he married his childhood sweetheart, Ingrid, and together they had a son, Erasmus. When he was fourteen, Erasmus was stolen away by Vistani and sold to a vampire named Baron Metus to be used as a companion. By the time van Richten found his son, it was too late: the baron had already transformed Erasmus into a vampire spawn. Erasmus begged his father to end his suffering, which van Richten did by pounding a wooden stake through his son's chest. Baron Metus avenged that deed by killing van Richten's wife, and van Richten has lived with the horror of his family's destruction ever since. After destroying Baron Metus in turn, van Richten sought revenge against the Vistani and took up a life of hunting evil monsters.
The Waiting Game. Van Richten isn't a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich, the greatest vampire of them all. Van Richten has studied Strahd for years and knows he can't hope to best the vampire in a straight-up confrontation: he must wait for the right moment to strike. He has good evidence to suggest that Strahd periodically hibernates in his coffin, sometimes for years, when all is quiet in the realm. While he bides his time, van Richten hides in plain sight with the aid of a hat of disguise, his thoughts protected by a ring of mind shielding. He is trying to learn more about the Keepers of the Feather - a society of wereravens that oppose Strahd - while trying not to expose the secret society to their mutual enemy. He thinks the wereravens might prove helpful when the time comes. Van Richten also wants to take out as many of Strahd's spies as he can, starting with evil Vistani.
Man with a Plan.  Van Richten doesn't know that his former protégé, a good-aligned Vistana named Ezmerelda d'Avenir, has come to Barovia looking for him. He taught her many of his monster-hunting techniques, but she doesn't know all of his tricks and disguises. So far, their paths haven't crossed. In the event that van Richten becomes aware of Ezmerelda's presence, he does his utmost to protect her without putting his own plans in jeopardy. If he can manipulate a party of adventurers into keeping an eye on her, he will do so.
Van Richten works alone. A curse placed on him long ago by a Vistani seer brings doom to those he befriends. Furthermore, he believes too much is at stake to risk exposure. Consequently, if he thinks he's in danger of being unmasked, he retreats to his tower (see chapter 11) or some other quiet corner of Strahd's domain.
Rictavio's Traits. Ideal. "Evil cannot go unchallenged."
Bond. "To protect those I love, I must keep them distant and hidden from my enemies."
Flaw. "I am cursed. Thus, I will never have peace."
Source: Curse of Strahd p. 238</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rosavalda "Rose" Durst</name>
    <size>S</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>11</ac>
    <hp>35 (10d6)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>7</str>
    <dex>13</dex>
    <con>10</con>
    <int>10</int>
    <wis>12</wis>
    <cha>17</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>any languages it knew in life</languages>
    <cr>4</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Sight</name>
      <text>Rose can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>Rose can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Withering Touch</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
      <attack>Withering Touch|+5|4d6+3</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>Rose enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that Rose can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Rose; Rose then disappears, and the target is incapacitated and loses control of its body. Rose now controls the body but doesn't deprive the target of awareness. Rose can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, Rose ends it as a bonus action, or Rose is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Rose reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <description>
Source: Curse of Strahd p. 217</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Sangzor</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>33 (3d10+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>11</dex>
    <con>12</con>
    <int>3</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If Sangzor moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>Sangzor has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage.</text>
      <attack>Ram|+5|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 160</description>
    <environment>mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Savid</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>Savid has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Savid makes two melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>
Source: Curse of Strahd p. 133</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sir Godfrey Gwilym</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral</alignment>
    <ac>13 (leather armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>13</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Str +7, Con +7, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic, psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Sir Godfrey regains 10 hit points at the start of its turn. If Sir Godfrey takes fire or radiant damage, this trait doesn't function at the start of Sir Godfrey's next turn. Sir Godfrey's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>When Sir Godfrey's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>Sir Godfrey is immune to effects that turn undead.</text>
      </trait>
    <trait>
        <name>Vengeful Tracker</name>
      <text>Sir Godfrey knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Sir Godfrey are on different planes of existence. If the creature being tracked by Sir Godfrey dies, Sir Godfrey knows.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Sir Godfrey makes two fist attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which Sir Godfrey has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Sir Godfrey can grapple the target (escape DC 14) provided the target is Large or smaller.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <action>
        <name>Vengeful Glare</name>
      <text>Sir Godfrey targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until Sir Godfrey deals damage to it, or until the end of Sir Godfrey's next turn. When the paralysis ends, the target is frightened of Sir Godfrey for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see Sir Godfrey, ending the frightened condition on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Revenants with Spells and Weapons</name>
      <text>Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.</text>
      </action>
    <description>
Source: Curse of Strahd p. 139</description>
    <environment>forest, swamp, hill, urban, desert, arctic</environment>
    </monster>
  <monster>
      <name>Snow Maiden</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>1</str>
    <dex>14</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands all languages it knew in life but can't speak</languages>
    <cr>1</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Life Drain</name>
      <text>Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+4|3d6</attack>
      </action>
    <description>
Source: Curse of Strahd p. 159</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Stanimir</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Stanimir is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Stanimir has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Curse of Strahd p. 20</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Stella Wachter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 113</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Strahd von Zarovich</name>
    <size>M</size>
    <type>undead (shapechanger)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>20</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +9, Wis +7, Cha +9</save>
    <skill>Arcana +15, Perception +12, Religion +10, Stealth +14</skill>
    <passive>22</passive>
    <languages>Abyssal, Common, Draconic, Elvish, Giant, Infernal</languages>
    <cr>15</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>If Strahd isn't in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.</text>
      <text>While in bat or wolf form, Strahd can't speak. In bat form, his walking speed is 5 feet, and he has a flying speed of 30 feet. In wolf form, his walking speed is 40 feet. His statistics, other than his size and speed, are unchanged. Anything he is wearing transforms with him, but nothing he is carrying does. He reverts to his true form if he dies.</text>
      <text>While in mist form, Strahd can't take any actions, speak, or manipulate objects. He is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and he can't pass through water. He has advantage on Strength, Dexterity, and Constitution saving throws, and he is immune to all nonmagical damage, except the damage he takes from sunlight.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Strahd fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Misty Escape</name>
      <text>When Strahd drops to 0 hit points outside his coffin, he transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that he isn't in running water or sunlight. If he can't transform, he is destroyed.</text>
      <text>While he has 0 hit points in mist form, he can't revert to his vampire form, and he must reach his coffin within 2 hours or be destroyed. Once in his coffin, he reverts to his vampire form. He is then paralyzed until he regains at least 1 hit point. After 1 hour in his coffin with 0 hit points, he regains 1 hit point.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Strahd regains 20 hit points at the start of his turn if he has at least 1 hit point and isn't in running water or sunlight. If he takes radiant damage or damage from holy water, this trait doesn't function at the start of his next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Strahd can climb difficult surfaces, including upside down on ceilings, without having to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Strahd has the following flaws:</text>
      <text>Forbiddance. He can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. He takes 20 acid damage if he ends his turn in running water.</text>
      <text>Stake to the Heart. If a piercing weapon made of wood is driven into his heart while he is incapacitated in his coffin, he is paralyzed until the stake is removed.</text>
      <text>Sunlight Hypersensitivity. While in sunlight, Strahd takes 20 radiant damage at the start of his turn, and he has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack (Vampire Form Only)</name>
      <text>Strahd makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Unarmed Strike (Vampire or Wolf Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, plus 14 (4d6) necrotic damage. If the target is a creature, Strahd can grapple it (escape DC 18) instead of dealing the slashing damage.</text>
      <attack>Unarmed Strike (Vampire or Wolf Form Only)|+9|1d8+4</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Strahd, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Strahd regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under Strahd's control.</text>
      <attack>Bite|+9|1d6+4</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>Strahd targets one humanoid he can see within 30 feet of him. If the target can see Strahd, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed. The charmed target regards Strahd as a trusted friend to be heeded and protected. The target isn't under Strahd's control, but it takes Strahd's requests and actions in the most favorable way and lets Strahd bite it.</text>
      <text>Each time Strahd or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until Strahd is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</text>
      </action>
    <action>
        <name>Children of the Night (1/Day)</name>
      <text>Strahd magically calls 2d4 swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, Strahd can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of Strahd and obeying his spoken commands. The beasts remain for 1 hour, until Strahd dies, or until he dismisses them as a bonus action.</text>
      </action>
    <legendary>
        <text>Strahd can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Strahd regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>Strahd moves up to his speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Unarmed Strike</name>
      <text>Strahd makes one unarmed strike.</text>
      </legendary>
    <legendary>
        <name>Bite (Costs 2 Actions)</name>
      <text>Strahd makes one bite attack.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>While Strahd is in Castle Ravenloft, he can take lair actions as long as he isn't incapacitated.</text>
      <text>On initiative count 20 (losing initiative ties), Strahd can take one of the following lair action options, or forgo using any of them in that round:</text>
      <text>• Until initiative count 20 of the next round, Strahd can pass through solid walls, doors, ceilings, and floors as if they weren't there.</text>
      <text>• Strahd targets any number of doors and windows that he can see, causing each one to either open or close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again.</text>
      <text>• Strahd summons the angry spirit of one who has died in the castle. The apparition appears next to a hostile creature that Strahd can see, makes an attack against that creature, and then disappears. The apparition has the statistics of a specter.</text>
      <text>• Strahd targets one Medium or smaller creature that casts a shadow. The target's shadow must be visible to Strahd and within 30 feet of him. If the target fails a DC 17 Charisma saving throw, its shadow detaches from it and becomes a shadow that obeys Strahd's commands, acting on initiative count 20. A greater restoration spell or a remove curse spell cast on the target restores its natural shadow, but only if its undead shadow has been destroyed.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Strahd is a 9th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): comprehend languages, fog cloud, sleep</text>
      <text>• 2nd level (3 slots): detect thoughts, gust of wind, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, fireball, nondetection</text>
      <text>• 4th level (3 slots): blight, greater invisibility, polymorph</text>
      <text>• 5th level (1 slots): animate objects, scrying</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, fireball, nondetection, blight, greater invisibility, polymorph, animate objects, scrying</spells>
    <description>With his mind sharp and his heart dark, Strahd von Zarovich is a formidable foe. Courage and lives beyond measure have been lost to him. Reread chapter 1, "Into the Mists," to understand his personality and goals.
Although Strahd can be encountered almost anywhere in his domain, the vampire is always encountered in the place indicated by the card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.
Strahd's Tactics. Because the entire adventure revolves around Strahd, you must play him intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
• Strahd attacks at the most advantageous moment and from the most advantageous position.
• Strahd knows when he's in over his head. If he begins taking more damage than he can regenerate, he moves beyond the reach of melee combatants and spellcasters, or he flies away (using summoned wolves or swarms of bats or rats to guard his retreat).
• Strahd observes the characters to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him against other members of the adventuring party.
The Vampire's Minions. Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult the Strahd's Minions table to determine what creatures he brings with him, if any.
Strahd's Minions. d20 | Creatures
1–3 | 1d4 + 2 dire wolf
4–6 | 1d6 + 3 ghoul
7–9 | 1d4 + 2 Strahd zombie (in this appendix)
10–12 | 2d4 swarm of bats
13–15 | 1d4 + 1 vampire spawn
16–18 | 3d6 wolf
19–20 | None

If the characters are in a residence, Strahd's creatures break through doors and windows to reach them, or crawl up through the earth, or swoop down the chimney. The vampire spawn (all that's left of a party of adventurers that Strahd defeated long ago) can't enter the characters' location unless invited.
Heart of Sorrow. Strahd can afford to be bold in his tactics, for he has additional protection in the form of a giant crystal heart hidden inside Castle Ravenloft.
Any damage that Strahd takes is transferred to the Heart of Sorrow (see chapter 4, area K20). If the heart absorbs damage that reduces it to 0 hit points, it is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow has 50 hit points and is restored to that number of hit points each dawn, provided it has at least 1 hit point remaining. Strahd can, as a bonus action on his turn, break his link to the Heart of Sorrow so that it no longer absorbs damage dealt to him. Strahd can reestablish his link to the Heart of Sorrow as a bonus action on his turn, but only while in Castle Ravenloft.
The effect of the protection afforded by the Heart of Sorrow can be chilling to behold, as damage to Strahd is quickly undone. For example, a critical hit might dislocate Strahd's jaw, but only for a moment; then the vampire's jaw quickly resets itself.
The ability of the Heart of Sorrow to absorb damage is suppressed if it or Strahd is fully within an antimagic field.
Source: Curse of Strahd p. 240</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Strahd Zombie</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Unaligned</alignment>
    <ac>8</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 20 ft.</speed>
    <str>13</str>
    <dex>6</dex>
    <con>16</con>
    <int>3</int>
    <wis>6</wis>
    <cha>5</cha>
    <save>Wis +0</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands the languages it knew in life but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Loathsome Limbs</name>
      <text>Whenever the zombie takes at least 5 bludgeoning or slashing damage at one time, roll a d20 to determine what else happens to it:</text>
      <text>1–8: One leg is severed from the zombie if it has any legs left.</text>
      <text>9–16: One arm is severed from the zombie if it has any arms left.</text>
      <text>17–20: The zombie is decapitated.</text>
      <text>If the zombie is reduced to 0 hit points, all parts of it die. Until then, a severed part acts on the zombie's initiative and has its own action and movement. A severed part has AC 8. Any damage it takes is subtracted from the zombie's hit points.</text>
      <text>A severed leg is unable to attack and has a speed of 5 feet.</text>
      <text>A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll. Each time the zombie loses an arm, it loses a claw attack.</text>
      <text>If its head is severed, the zombie loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet. It can make a bite attack, but only against a target in its space.</text>
      <text>The zombie's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0 feet, and it can't benefit from bonuses to speed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The zombie makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
      <attack>Claw|+3|1d6+1</attack>
      </action>
    <description>Strahd zombies are undead that serve the vampire Strahd von Zarovich. Created from the long-dead guards of Castle Ravenloft, they were called into being through dark magic by Strahd himself.
Loathsome Limbs. A Strahd zombie's gray-green flesh looks soft, and its bones seem brittle. Any good hit from a bludgeoning or slashing weapon severs part of the zombie's body. Strahd zombies are suffused with horrible necromantic magic that allows their severed body parts to continue to attack. All parts of a Strahd zombie are considered one and the same creature, so damage to any part damages the whole creature.
Undead Nature. A Strahd zombie doesn't require air or sleep.
Source: Curse of Strahd p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Strahd's Animated Armor</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>13</dex>
    <con>16</con>
    <int>9</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>understands Common but can't speak</languages>
    <cr>6</cr>
    <resist>cold, fire</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Constructed Nature</name>
      <text>An animated object doesn't require air, food, drink, or sleep.</text>
      <text>The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.</text>
      </trait>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the armor remains motionless, it is indistinguishable from a normal suit of armor.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The armor makes two melee attacks or uses Shocking Bolt twice.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) lightning damage.</text>
      <attack>Greatsword|+6|2d6+3</attack>
      </action>
    <action>
        <name>Shocking Bolt</name>
      <text>Ranged Spell Attack: +4 to hit (with advantage on the attack roll if the target is wearing armor made of metal), range 60 ft., one target. 10 (3d6) lightning damage.</text>
      <attack>Shocking Bolt|+4|3d6</attack>
      </action>
    <description>The armor that Strahd wore into battle when he was alive lives on today as a headless, animated suit of plate armor. The armor is painted burgundy and adorned with golden angelic motifs.
Thing of Evil. Strahd imbued his automaton with a sliver of his being, bequeathing unto his armor a malevolence not found in most animated objects. He also fortified his armor and placed a number of permanent spell effects on it to make the armor a better castle defender.
The armor understands Common but obeys only the commands of its master.
Source: Curse of Strahd p. 227</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Szoldar Szoldarovich</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>Szoldar has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Szoldar makes two melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>
Source: Curse of Strahd p. 100</description>
    <environment></environment>
    </monster>
  <monster>
      <name>The Abbot</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>17</int>
    <wis>20</wis>
    <cha>20</cha>
    <save>Wis +9, Cha +9</save>
    <skill>Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>10</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Angelic Weapons</name>
      <text>The Abbot's weapon attacks are magical. When The Abbot hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The Abbot has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Abbot makes two melee attacks.</text>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
      <attack>Mace|+8|1d6+4</attack>
      </action>
    <action>
        <name>Healing Touch (3/Day)</name>
      <text>The Abbot touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The Abbot magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (The Abbot's choice).</text>
      <text>In a new form, The Abbot retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The Abbot's spellcasting ability is Charisma (spell save DC 17). The Abbot can innately cast the following spells, requiring only verbal components:</text>
      <text>At will: detect evil and good</text>
      <text>1/day each: commune, raise dead</text>
      </trait>
    <spells>detect evil and good, commune, raise dead</spells>
    <description>
Source: Curse of Strahd p. 151</description>
    <environment></environment>
    </monster>
  <monster>
      <name>The Mad Mage of Mount Baratok</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13</skill>
    <passive>12</passive>
    <languages>any six languages</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The Mad Mage has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The Mad Mage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The Mad Mage can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): teleport</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*The Mad Mage casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop</spells>
    <description>
Source: Curse of Strahd p. 39</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Thornboldt "Thorn" Durst</name>
    <size>S</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>11</ac>
    <hp>35 (10d6)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>7</str>
    <dex>13</dex>
    <con>10</con>
    <int>10</int>
    <wis>12</wis>
    <cha>17</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>any languages it knew in life</languages>
    <cr>4</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Sight</name>
      <text>Thorn can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>Thorn can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Withering Touch</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
      <attack>Withering Touch|+5|4d6+3</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>Thorn enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that Thorn can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by Thorn; Thorn then disappears, and the target is incapacitated and loses control of its body. Thorn now controls the body but doesn't deprive the target of awareness. Thorn can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, Thorn ends it as a bonus action, or Thorn is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, Thorn reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <description>
Source: Curse of Strahd p. 217</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Tree Blight</name>
    <size>H</size>
    <type>plant</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>149 (13d12+65)</hp>
    <speed>walk 30 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>20</con>
    <int>6</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Common and Druidic but doesn't speak</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the blight remains motionless, it is indistinguishable from a dead tree.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The blight deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The blight makes four attacks: two with its branches and two with its grasping roots. If it has a target grappled, the blight can also make a bite attack against that target as a bonus action.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage.</text>
      <attack>Bite|+9|3d8+6</attack>
      </action>
    <action>
        <name>Branch</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
      <attack>Branch|+9|3d6+6</attack>
      </action>
    <action>
        <name>Grasping Root</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one creature not grappled by the blight. The target is grappled (escape DC 15). Until the grapple ends, the target takes 9 (1d6 + 6) bludgeoning damage at the start of each of its turns. The root has AC 15 and can be severed by dealing 6 slashing damage or more to it at once. Cutting the root doesn't hurt the blight, but ends the grapple.</text>
      <attack>Grasping Root|+9|1d6+6</attack>
      </action>
    <description>Blights (as described in the Monster Manual) are evil, ambulatory plant creatures, and a tree blight is a particularly enormous variety. It looks like a dead tree or treant, 30 feet tall, with spongy wooden flesh, thorny branches, and rubbery roots that trail behind it. It has blood for sap and is so saturated with blood that it doesn't catch fire easily.
Vicious Carnivore. A tree blight feeds on warm-blooded prey and takes perverse delight in causing carnage. It strikes with its heavy branches and crushes prey to death with its roots. It can open its gaping, tooth-filled mouth and bite a creature caught in its roots. The roots of a tree blight can be severed, though cutting them causes the blight no harm.
Blight Animosity. A tree blight will often fight alongside other kinds of blights, but it hates other tree blights and will attack them given the chance. Tree blights also hate treants, and the feeling is mutual.
Source: Curse of Strahd p. 230</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vasilka</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>9</ac>
    <hp>93 (11d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>9</dex>
    <con>18</con>
    <int>6</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Berserk</name>
      <text>Whenever Vasilka starts its turn with 40 hit points or fewer, roll a d6. On a 6, Vasilka goes berserk. On each of its turns while berserk, Vasilka attacks the nearest creature it can see. If no creature is near enough to move to and attack, Vasilka attacks an object, with preference for an object smaller than itself. Once Vasilka goes berserk, it continues to do so until it is destroyed or regains all its hit points.</text>
      <text>Vasilka's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. Vasilka must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, Vasilka ceases being berserk. If it takes damage while still at 40 hit points or fewer, Vasilka might go berserk again.</text>
      </trait>
    <trait>
        <name>Aversion of Fire</name>
      <text>If Vasilka takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>Vasilka is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Lightning Absorption</name>
      <text>Whenever Vasilka is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Vasilka has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Vasilka's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Vasilka makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <description>
Source: Curse of Strahd p. 151</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Victor Vallakovich</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Victor is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Victor has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Curse of Strahd p. 105</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vilnius</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Vilnius is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Vilnius has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Curse of Strahd p. 185</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vladimir Horngaard</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>192 (16d8+64)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>13</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Str +7, Con +7, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Common, Draconic</languages>
    <cr>7</cr>
    <resist>necrotic, psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Vladimir regains 10 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. Vladimir's body is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>When Vladimir's body is destroyed, his soul lingers. After 24 hours, the soul inhabits and animates another corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. </text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>Vladimir is immune to effects that turn undead.</text>
      </trait>
    <trait>
        <name>Vengeful Tracker</name>
      <text>Vladimir knows the distance to and direction of Strahd, even if Strahd and Vladimir are on different planes of existence. If Strahd is destroyed, Vladimir knows.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Vladimir makes two fist attacks or two attacks with his +2 Greatsword.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. Strahd, the target of Vladimir's sworn vengeance, takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, Vladimir can grapple the target (escape DC 14) provided the target is Large or smaller.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <action>
        <name>Greatsword +2</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 20 (4d6 + 6) slashing damage. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with this weapon.</text>
      <attack>Greatsword +2|+9|4d6+6</attack>
      </action>
    <action>
        <name>Vengeful Glare</name>
      <text>Vladimir can target Strahd within 30 feet provided he can see Strahd. Strahd must make a DC 15 Wisdom saving throw. One a failure, Strahd is paralyzed until Vladimir deals damage to him, or until the end of Vladimir's next turn. When the paralysis ends, Strahd is frightened of Vladimir for 1 minute. Strahd can repeat the saving throw at the end of each of his turns, with disadvantage if he can see Vladimir, ending the frightened condition on itself on a success.</text>
      </action>
    <description>Vladimir Horngaard joined the Order of the Silver Dragon at a young age and quickly earned the friendship of its founder, the silver dragon Argynvost. When he became a knight of the order, he traveled to distant lands to wage war against the forces of evil. The dragon stayed home and, in the guise of a human noble named Lord Argynvost, brought new initiates into the order.
Enemies of Strahd. Vladimir found himself fighting Strahd's armies time and again as they swept across the land. When it became clear that Strahd couldn't be stopped, the knights of the order led hundreds of refugees to Argynvost's valley, but Strahd tracked them to their sanctuary and overwhelmed them with a vast force. Vladimir, whom Argynvost had made a field commander, couldn't hold back the evil tide and was killed, only after the heartbreak of witnessing Strahd himself slay Vladimir's beloved, his fellow knight Sir Godfrey Gwilym. With the battle won, Strahd surrounded Argynvostholt. Rather than cower in his lair, Argynvost emerged and battled Strahd's armies to the bitter end.
Deadly Vengeance. Unwilling to accept his failure, Vladimir returned as a revenant. So great was his hatred of Strahd and his thirst for vengeance that those feelings fueled the spirits of many of his fellow knights - including Godfrey - to come back as revenants as well. Vladimir continued to wage the hopeless war, even as Strahd tightened his grip on the valley.
When Strahd became a vampire, Vladimir and his revenants should have gone to their eternal rest. But Strahd's deeds were so heinous that Barovia and the knight's spirits became trapped behind curtains of mist.
Blinded by Hatred.  Vladimir hates Strahd but doesn't want to see the vampire given his final rest. Vladimir wants Strahd to suffer forever for the deaths of Godfrey and Argynvost, the destruction of their order, and all the other crimes of which the vampire is guilty. Vladimir believes that all of Barovia has been swept into hell, and he wants to make sure that Strahd stays trapped in it forever. It angers Vladimir that he and his fellow knights are also trapped, but in Vladimir's mind, such is the price of keeping the vampire confined. Even his love for Godfrey is now just a dim memory shrouded by his hate.
Were Vladimir to let go of his hatred, his spirit would find peace and could remember the warmth of love. Were Strahd to be defeated, even temporarily, the mists surrounding Barovia would fade, allowing the spirits of Vladimir and his knights to enter the afterlife. Nevertheless, Vladimir would rather savor Strahd's torment than bring peace to his fallen order or peace to the land of Barovia. Gone are the days of honor and valor.
Statistics. Vladimir Horngaard has the statistics of a revenant with the following modifications:
• Vladimir's alignment is lawful evil.
• His Armor Class is 17 (half plate).
• He has 192 hit points.
• He speaks Common and Draconic.
• Vladimir wields a +2 greatsword with a hilt sculpted to resemble silver dragon wings and a pommel shaped like a silver dragon's head clutching a black opal between its teeth. As an action, he can make two attacks with the sword (+9 to hit). It deals 20 (4d6 + 6) slashing damage on a hit. Against Strahd, Vladimir deals an extra 14 (4d6) slashing damage with the weapon.
• Vladimir has a challenge rating of 7 (2,900 XP).
Vladimir Horngaard's Traits. Ideal. "Vengeance is all I have left."
Bond. "I have sworn oaths of allegiance to the Order of the Silver Dragon. Broken though the order may be, my allegiance never dies."
Flaw. "Destroying Strahd would end the vampire's torment, and that is something I will never allow."
Revenant. A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.
Hunger for Revenge. A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.
Divine Justice. No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.
Undead Nature. A revenant doesn't require air, food, drink, or sleep.
Source: Curse of Strahd p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Volenta Popofsky</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Volenta regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If Volenta takes radiant damage or damage from holy water, this trait doesn't function at the start of Volenta's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Volenta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>Volenta has the following flaws:</text>
      <text>Forbiddance. Volenta can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. Volenta takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. Volenta is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. Volenta takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Volenta makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Volenta, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Volenta regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, Volenta can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>
Source: Curse of Strahd p. 93</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Wereraven</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Lawful Good</alignment>
    <ac>12</ac>
    <hp>31 (7d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>11</con>
    <int>13</int>
    <wis>15</wis>
    <cha>14</cha>
    <save></save>
    <skill>Insight +4, Perception +6</skill>
    <passive>16</passive>
    <languages>Common (can't speak in raven form)</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>The wereraven can use its action to polymorph into a raven-humanoid hybrid or into a raven, or back into its human form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its human form if it dies.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The wereraven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack (Human or Hybrid Form Only)</name>
      <text>The wereraven makes two weapon attacks, one of which can be with its hand crossbow.</text>
      </action>
    <action>
        <name>Beak (Raven or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage in raven form, or 4 (1d4 + 2) piercing damage in hybrid form. If the target is humanoid, it must succeed on a DC 10 Constitution saving throw or be cursed with wereraven lycanthropy.</text>
      <attack>Beak (Raven or Hybrid Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword (Human or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword (Human or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow (Human or Hybrid Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow (Human or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <description>Wereravens are secretive and extraordinarily cautious lycanthropes that trust one another but are wary of just about everyone else. Although skilled at blending into society, they keep mostly to themselves, respect local laws, and strive to do good whenever possible.
In their human and hybrid forms, wereravens favor light weapons. They are reluctant to make bite attacks in raven form for fear of spreading their curse to those who don't deserve it or who would abuse it.
A Kindness of Wereravens.  Wereravens refer to their tightly knit groups as kindnesses. A kindness of were-ravens usually numbers between seven and twelve individuals. Not surprisingly, wereravens get along well with ravens and often hide in plain sight among them.
Charitable Collectors. Wereravens like to collect shiny trinkets and precious baubles. They are fond of sharing their wealth with those in need and, in their humanoid forms, modestly give money to charity. They take steps to keep magic items out of evil hands by stashing them in secret hiding places.
Characters as Wereravens. The Monster Manual has rules for characters afflicted with lycanthropy. The following text applies to wereraven characters specifically.
A character cursed with wereraven lycanthropy gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the wereraven's bite are based on whichever is higher of the character's Strength and Dexterity. The bite of a wereraven in raven form deals 1 piercing damage (no ability modifier applies to this damage) and carries the curse of lycanthropy; see the "Player Characters as Lycanthropes" sidebar in the lycanthropes entry in the Monster Manual for details.
Source: Curse of Strahd p. 242</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Yevgeni Krushkin</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>Yevgeni has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Yevgeni makes two melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>
Source: Curse of Strahd p. 100</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Zuleika Toranescu</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (in humanoid form, 12 (natural armor) in wolf or hybrid form)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Common (can't speak in wolf form)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Zuleika can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>Zuleika has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>Zuleika makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).</text>
      </action>
    <action>
        <name>Bite (Wolf or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.</text>
      <attack>Bite (Wolf or Hybrid Form Only)|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws (Hybrid Form Only)|+4|2d4+2</attack>
      </action>
    <action>
        <name>Spear (Humanoid Form Only)</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear (Humanoid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>
Source: Curse of Strahd p. 204</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Zygfrek Belview</name>
    <size>M</size>
    <type>humanoid (mongrelfolk)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>9</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Darkvision</name>
      <text>The mongrelfolk has darkvision out to a range of 60 feet.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Zygfrek can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Zygfrek makes two attacks: one with its bite and one with its claw or dagger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <description>
Source: Curse of Strahd p. 148</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Avatar of Death</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>20</ac>
    <hp>0</hp>
    <speed>walk 60 ft., fly 60 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>16</int>
    <wis>16</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>all languages known to its summoner</languages>
    <cr></cr>
    <resist></resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft., truesight 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>half the hit point maximum of its summoner</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>The avatar is immune to features that turn undead.</text>
      </trait>
    <action>
        <name>Reaping Scythe</name>
      <text>The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.</text>
      </action>
    <description>Summoned by the "Skull" card from the Deck of Many Things.
Source: Dungeon Master's Guide p. 164, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Giant Fly</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>14</str>
    <dex>13</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <description>
Source: Dungeon Master's Guide p. 169</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Larva</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>9</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 20 ft.</speed>
    <str>9</str>
    <dex>9</dex>
    <con>10</con>
    <int>6</int>
    <wis>10</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages it knew in life but can't speak</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage.</text>
      <attack>Bite|+1|1d4-1</attack>
      </action>
    <description>
Source: Dungeon Master's Guide p. 63, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aeorian Absorber</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>171 (18d10+72)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>18</dex>
    <con>18</con>
    <int>6</int>
    <wis>14</wis>
    <cha>8</cha>
    <save>Wis +6, Cha +3</save>
    <skill>Perception +6, Stealth +8, Survival +6</skill>
    <passive>16</passive>
    <languages>understands Draconic but can't speak</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>necrotic, radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The absorber has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the absorber moves at least 20 feet straight toward a creature and then hits its claws attack on the same turn, that target must succeed on a DC 17 Strength saving throw or be knocked prone. If the target is prone, the absorber can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The absorber makes three attacks: one with its bite or Mind Bolt and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage plus 5 (1d10) force damage.</text>
      <attack>Bite|+9|1d10+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 3 (1d6) force damage.</text>
      <attack>Claws|+9|1d6+5</attack>
      </action>
    <action>
        <name>Mind Bolt</name>
      <text>Ranged Spell Attack: +8 to hit, range 120 ft., one creature. 22 (4d10) psychic damage.</text>
      <attack>Mind Bolt|+8|4d10</attack>
      </action>
    <reaction>
        <name>Tail Ray</name>
      <text>When the absorber takes damage from a spell, the absorber takes only half the triggering damage. If the spellcaster is within 60 feet of the absorber, the absorber can force the caster to make a DC 16 Dexterity saving throw. Unless the save succeeds, the caster takes the other half of the damage.</text>
      </reaction>
    <description>Resembling some sort of canine or feline quadruped at a distance, the absorber's monstrous nature becomes quickly apparent as it closes in. Named for its ability to draw magical energy into its body, the absorber can release that energy in devastating blasts through its tail, whose eye is constantly on the lookout for prey.
Created by Experimentation
Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.
Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.
Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.
Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.
Perfect Soldiers. Aeorian hunters don't require food or drink.
Source: Explorer's Guide to Wildemount p. 283</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aeorian Nullifier</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>180 (19d10+76)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>18</con>
    <int>7</int>
    <wis>14</wis>
    <cha>18</cha>
    <save>Wis +6, Cha +8</save>
    <skill>Perception +6, Survival +6</skill>
    <passive>16</passive>
    <languages>understands Draconic but can't speak</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>necrotic, radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Horrid Gnashing</name>
      <text>The nullifier's mouths gnash incoherently while it can see any enemies. Each creature that starts its turn within 20 feet of the nullifier and can hear it must make a DC 16 Wisdom saving throw. Unless the save succeeds, the creature rolls a d8 to determine what it does during the current turn:</text>
      <text>1-4: The creature is stunned until the end of the turn.</text>
      <text>5-6: The creature is frightened until the end of the turn and uses its movement to get as far as possible from the nullifier.</text>
      <text>7-8: The creature doesn't move, and it uses its action to make one melee attack against a random creature (other than itself) if one is within reach. It otherwise does nothing.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The nullifier has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nullifier makes three attacks: one with its bites and two with its claws.</text>
      </action>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage plus 11 (2d10) force damage.</text>
      <attack>Bites|+8|2d12+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 11 (2d10) force damage, and the target is grappled (escape DC 16) if it's a creature. The nullifier has two claws, each of which can grapple one creature.</text>
      <attack>Claws|+8|2d6+4</attack>
      </action>
    <reaction>
        <name>Counterspell</name>
      <text>The nullifier attempts to interrupt a creature that it can see within 60 feet in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, the nullifier makes a Charisma check with a DC equal to 10 + the spell's level. On a success, the creature's spell fails and has no effect.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The nullifier's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: counterspell (see "Reactions" below), detect magic, dispel magic, see invisibility</text>
      <text>1/day: antimagic field</text>
      </trait>
    <spells>counterspell, detect magic, dispel magic, see invisibility, antimagic field</spells>
    <description>Nullifiers are the bane of all magic users, with their physical forms and innate powers shaped specifically to resist and cancel magical effects. Against other foes, a nullifier is no less fearsome for the grotesque mouths filled with razor-sharp teeth that cover its torso—and which set up a cacophony of gnashing that can drive other creatures mad.
Created by Experimentation
Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.
Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.
Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.
Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.
Perfect Soldiers. Aeorian hunters don't require food or drink.
Source: Explorer's Guide to Wildemount p. 283</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aeorian Reverser</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>133 (14d10+56)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>21</str>
    <dex>16</dex>
    <con>18</con>
    <int>6</int>
    <wis>14</wis>
    <cha>8</cha>
    <save>Wis +5, Cha +2</save>
    <skill>Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>understands Draconic but can't speak</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>necrotic, radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The reverser has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The reverser makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, range 5 ft., one creature. 11 (1d12 + 5) piercing damage plus 6 (1d12) force damage.</text>
      <attack>Bite|+8|1d12+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 7 (2d6) force damage.</text>
      <attack>Claws|+8|1d6+5</attack>
      </action>
    <reaction>
        <name>Reversal</name>
      <text>When a creature the reverser can see within 30 feet of it regains hit points, the reverser reduces the number of hit points regained to 0, and the reverser deals 13 (3d8) force damage to the creature.</text>
      </reaction>
    <description>A reverser is a terrible foe in melee, laying into other creatures with teeth and claw. But the chaos it imposes is more fearful by far, as its enemies' healing magic are unraveled and turned against them.
Created by Experimentation
Aeorian hunters were created through arcane experimentation on beasts and humanoids—both captives and volunteers. These experiments resulted in monstrosities with brightly colored flesh and the power to resist and destroy Aeor's enemies. It is theorized that the mages of Aeor must have possessed some means of controlling their monstrous soldiers, but no such device has yet been found in the wastes of Eiselcross. Draconic was the language used by these mages to train and bind the Aeorian hunters, and the hunters retain an understanding of this language even though they can't speak it.
Madness through Immortality. Aeorian hunters do not age. As such, the lust for violence their creators instilled in their minds has grown ravenous after centuries without war. Most immediately attack any creature they see.
Never Harm Another Hunter. Though they crave violence, Aeorian hunters have never been seen attacking each other. Most scholars believe that Aeor's mages must have enchanted this behavior into them, given the cost in gold and magic required to create each hunter. Some adventurers in Eiselcross boast about sneaking past Aeorian hunters using disguises or illusions to mimic a hunter's form, but these are most likely tall tales.
Ageless Memories. Each Aeorian hunter has perfect recall of every experience since the moment of its creation. Their limited intellects and desire for violence prevent them from effectively communicating, but each hunter holds a wealth of knowledge—often including the location of rare Aeorian relics—inside its mind.
Perfect Soldiers. Aeorian hunters don't require food or drink.
Source: Explorer's Guide to Wildemount p. 284</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Allowak Abominable Yeti</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>137 (11d12+66)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>24</str>
    <dex>10</dex>
    <con>22</con>
    <int>9</int>
    <wis>13</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Yeti</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fear of Fire</name>
      <text>If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The yeti has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Snow Camouflage</name>
      <text>The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yeti can use its Chilling Gaze and makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.</text>
      <attack>Claw|+11|2d6+7</attack>
      </action>
    <action>
        <name>Chilling Gaze</name>
      <text>The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.</text>
      <attack>Chilling Gaze||6d6</attack>
      </action>
    <action>
        <name>Cold Breath (Recharge 6)</name>
      <text>The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 6)||10d8</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 126</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Allowak Yeti</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>51 (6d10+18)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>16</con>
    <int>8</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +3</skill>
    <passive>13</passive>
    <languages>Yeti</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fear of Fire</name>
      <text>If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The yeti has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Snow Camouflage</name>
      <text>The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yeti can use its Chilling Gaze and makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.</text>
      <attack>Claw|+6|1d6+4</attack>
      </action>
    <action>
        <name>Chilling Gaze</name>
      <text>The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.</text>
      <attack>Chilling Gaze||3d6</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 126</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Animated Knife</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>12 (5d4)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>11</con>
    <int>1</int>
    <wis>5</wis>
    <cha>1</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The knife is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the knife must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the knife remains motionless and isn't flying, it is indistinguishable from a normal knife.</text>
      </trait>
    <action>
        <name>Longknife</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Longknife|+3|1d8+1</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 248</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Animated Tree</name>
    <size>H</size>
    <type>plant</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>23</str>
    <dex>8</dex>
    <con>21</con>
    <int>12</int>
    <wis>16</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Common, Druidic, Elvish, Sylvan</languages>
    <cr>9</cr>
    <resist>bludgeoning, piercing, necrotic, radiant</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>False Appearance</name>
      <text>While the tree remains motionless, it is indistinguishable from a normal tree.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The tree deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tree makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|3d6+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+10|4d10+6</attack>
      </action>
    <action>
        <name>Animate Trees (1/Day)</name>
      <text>The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</text>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 130, Mythic Odysseys of Theros</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Blood Hunter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (half plate armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>15</con>
    <int>9</int>
    <wis>16</wis>
    <cha>11</cha>
    <save>Str +7, Wis +6</save>
    <skill>Acrobatics +4, Insight +6, Perception +6</skill>
    <passive>16</passive>
    <languages>any one language (usually Common)</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Blood Curse of Binding (1/Day)</name>
      <text>As a bonus action, the blood hunter targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 and be unable to take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Blood Frenzy</name>
      <text>The blood hunter has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The blood hunter has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The blood hunter attacks twice with a weapon.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 3 (1d6) fire damage.</text>
      <attack>Greatsword|+7|2d6+4</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
      <attack>Heavy Crossbow|+4|1d10+1</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The blood hunter can innately cast hex. Its innate spellcasting ability is Intelligence.</text>
      <text>At will: hex</text>
      </trait>
    <spells>hex</spells>
    <description>To mortals and monsters alike, the blood hunter is a legendary figure—a humanoid stalker said to embrace monstrous power. Long years ago, a group of mortals undertook dark rituals and alchemical experiments to gain the power of the deadliest monsters, allowing them to better hunt those monsters.
Blood hunters are steely on the surface, but roiling emotion lies beneath that impassive mask. Bestial fury and fathomless sorrow drive every stroke of a blood hunter's blade. Humanoids who draw the ire of a blood hunter are often in league with monsters—or the victims of a terrible misunderstanding. Such misunderstandings are tough to clear up, for blood hunters are the kind of folk to slay first and ask questions later.
Source: Explorer's Guide to Wildemount p. 284</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bol'bara</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Chaotic Good</alignment>
    <ac>13 (leather armor, 15 with mage armor)</ac>
    <hp>40 (9d6+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common, Goblin</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dark One's Blessing</name>
      <text>When Bol'bara reduces a hostile creature to 0 hit points, she gains 6 temporary hit points.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>Bol'bara can take the Disengage or Hide action as a bonus action on each of her turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Bol'bara makes two melee attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Eldritch Blast (Cantrip)</name>
      <text>Ranged Spell Attack: +4 to hit, range 120 ft., one creature. 7 (1d10 + 2) force damage.</text>
      <attack>Eldritch Blast (Cantrip)|+4|1d10+2</attack>
      </action>
    <legendary>
        <text>The humanoid (goblinoid) can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (goblinoid) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Incorporeal Dash</name>
      <text>Bol'bara moves up to her speed. She can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.</text>
      </legendary>
    <legendary>
        <name>Zone of Calamity (Costs 2 Actions)</name>
      <text>A 15-foot-radius sphere of magical confusion extends from a point Bol'bara can see within 60 feet of her and spreads around corners. Each creature that starts its turn in that area is treated as if targeted by the confusion spell (save DC 12). The sphere lasts as long as Bol'bara maintains concentration, up to 1 minute (as if concentrating on a spell).</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Bol'bara's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: eldritch blast, false life, mage armor, mage hand</text>
      <text>1/day each: charm person, hex, hold person, invisibility</text>
      </trait>
    <spells>eldritch blast, false life, mage armor, mage hand, charm person, hex, hold person, invisibility</spells>
    <description>
Source: Explorer's Guide to Wildemount p. 261</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bristled Moorbounder</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (7d10+14)</hp>
    <speed>walk 70 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>14</con>
    <int>2</int>
    <wis>13</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Bladed Hide</name>
      <text>At the start of each of its turns, the moorbounder deals 5 (2d4) piercing damage to any creature grappling it.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The moorbounder makes two attacks: one with its blades and one with its claws.</text>
      </action>
    <action>
        <name>Blades</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Blades|+6|2d6+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage.</text>
      <attack>Claws|+6|4d4+4</attack>
      </action>
    <description>A weird and deadly offshoot of the moorbounder has rows of long, bladelike bristles covering its sleek body. The creature weaponizes these blades, using them to slash nearby creatures to ribbons. However, these blades make the bristled moorbounder less suitable as a mount.
Natural Hunters
Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.
Source: Explorer's Guide to Wildemount p. 295</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Core Spawn Crawler</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>21 (6d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>14</dex>
    <con>10</con>
    <int>9</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>understands Deep Speech but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius), tremorsense 60 ft.</senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The crawler has advantage on an attack roll against a creature if at least one of the crawler's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The crawler makes four attacks: one with its bite, two with its claws, and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage and the target must succeed on a DC 11 Wisdom saving throw or become frightened until the start of the crawler's next turn.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +4 to hit, reach 15 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Tail|+4|1d6+2</attack>
      </action>
    <description>The smallest and most numerous of the core spawn, these eyeless creatures scurry through the subterranean darkness with the help of their four irregular, gangly arms and hooked prehensile tails. Core spawn crawlers rarely travel alone, and a group of these agile predators is known as a vein of crawlers. Their clattering taloned limbs warn of their presence as they scuttle through the shadow-haunted depths of the earth.
Offspring of Calamity
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
Source: Explorer's Guide to Wildemount p. 286</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Core Spawn Emissary</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>102 (12d8+48)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>18</con>
    <int>8</int>
    <wis>13</wis>
    <cha>8</cha>
    <save>Dex +5, Wis +4, Cha +2</save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>telepathy 120 ft., understands Deep Speech but can't speak</languages>
    <cr>6</cr>
    <resist></resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 30 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The emissary has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The emissary makes three talons attacks.</text>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 14 (2d10 + 3) slashing damage.</text>
      <attack>Talons|+6|2d10+3</attack>
      </action>
    <action>
        <name>Alluring Thrum (Recharges 5-6)</name>
      <text>The emissary emits a dreadful yet alluring hum. Each creature within 20 feet of the emissary that can hear it and that isn't an aberration must succeed on a DC 14 Constitution saving throw or be charmed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Crystal Spores (Recharge 6)</name>
      <text>A 15-foot-radius cloud of toxic crystalline spores extends out from the emissary. The spores spread around corners. Each creature in the area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a creature takes 11 (2d10) poison damage at the start of each of its turns. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Crystal Spores (Recharge 6)||2d10</attack>
      </action>
    <description>These airborne predators serve as assassins and sentinels for the core spawn. The terrible thrum of its insectoid wings and a chittering of mandibles announces an emissary's arrival.
The core spawn emissary can expel clouds of crystalline spores from tubes in its head. These spores act like a contact poison and can be deadly if inhaled.
Offspring of Calamity
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
Source: Explorer's Guide to Wildemount p. 286</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Core Spawn Seer</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>153 (18d8+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>12</dex>
    <con>18</con>
    <int>22</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Dex +6, Int +11, Wis +9, Cha +8</save>
    <skill>Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Deep Speech, telepathy 120 ft., Undercommon</languages>
    <cr>13</cr>
    <resist></resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>blindsight 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Earth Glide</name>
      <text>The seer can traverse through nonmagical, unworked earth and stone. While doing so, the seer doesn't disturb the material it moves through.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The seer has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The seer uses Fission Staff twice, Psychedelic Orb twice, or each one once.</text>
      </action>
    <action>
        <name>Fission Staff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) radiant damage, and the target is knocked prone.</text>
      <attack>Fission Staff|+8|1d6+6</attack>
      </action>
    <action>
        <name>Psychedelic Orb</name>
      <text>The seer hurls a glimmering orb at one creature it can see within 120 of it. The target must succeed on a DC 19 Wisdom saving throw or take 27 (5d10) psychic damage and suffer a random condition until the start of the seer's next turn. Roll a d6 for the condition: (1-2) blinded, (3-4) frightened, or (5-6) stunned.</text>
      <attack>Psychedelic Orb||5d10</attack>
      </action>
    <reaction>
        <name>Fuse Damage</name>
      <text>When the seer is hit by an attack, it takes only half of the triggering damage. The first time the seer hits with a melee attack on its next turn, the target takes an extra 1d6 radiant damage.</text>
      </reaction>
    <description>Core spawn seers are humanoid arcanists corrupted by the eldritch power of the Elder Evils through blasphemous rites or accursed encounters. Ravaged by otherworldly radiation and disease, their bodies are covered in horrible protrusions of fluorescent crystals, which emit a psychedelic glow from beneath the tattered folds of their robes.
Offspring of Calamity
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
Source: Explorer's Guide to Wildemount p. 286</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Core Spawn Worm</name>
    <size>G</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>279 (18d20+90)</hp>
    <speed>walk 60 ft., burrow 40 ft.</speed>
    <str>26</str>
    <dex>5</dex>
    <con>20</con>
    <int>6</int>
    <wis>8</wis>
    <cha>4</cha>
    <save>Con +10, Wis +4</save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands Deep Speech but can't speak</languages>
    <cr>15</cr>
    <resist></resist>
    <immune>fire, psychic</immune>
    <vulnerable>cold</vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>blindsight 30 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>The worm sheds dim light in a 20-foot radius.</text>
      </trait>
    <trait>
        <name>Radiant Mirror</name>
      <text>If the worm takes radiant damage, each creature within 20 feet of it takes that damage as well.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The worm makes two attacks: one with its barbed tentacles and one with its bite.</text>
      </action>
    <action>
        <name>Barbed Tentacles</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one creature. 25 (5d6 + 8) piercing damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The tentacles can grapple only one creature at a time.</text>
      <attack>Barbed Tentacles|+13|5d6+8</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 30 (5d8 + 8) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 21 (6d6) fire damage at the start of each of the worm's turns.</text>
      <attack>Bite|+13|5d8+8</attack>
      <attack>Bite||6d6</attack>
      <text>If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
      </action>
    <description>This invertebrate horror has quivering, barbed tentacles set around its massive, toothy maw. The worm's cracked and stony hide pulses with a dull orange glow, as if it might be composed of primordial lava perpetually on the verge of hardening into solid rock.
Offspring of Calamity
The aberrant creatures known as core spawn are a subterranean breed of heralds, servants, foot soldiers, and lieutenants of the Elder Evils, awakened in the depths by the cataclysmic actions of the Betrayer Gods and their minions. They often appear on the surface world in the wake of seismic events, such as that which created the bottomless Miskath Pit of Eastern Wynandir. Warlocks and cultists sometimes gather together to hasten the arrival of core spawn to the Material Plane, focusing their arcane power on areas of natural seismic instability when the signs and stars are right.
Source: Explorer's Guide to Wildemount p. 287</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Damaged Flesh Golem</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>9</ac>
    <hp>5 (11d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>9</dex>
    <con>18</con>
    <int>6</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Berserk</name>
      <text>Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.</text>
      <text>The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.</text>
      </trait>
    <trait>
        <name>Aversion of Fire</name>
      <text>If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Lightning Absorption</name>
      <text>Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 248</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ferol Sal</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (studded leather armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, Ferol has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Ferol makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.</text>
      </action>
    <action>
        <name>Life Drain</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+4|1d6+2</attack>
      <text>A humanoid slain by this attack rises 24 hours later as a zombie under Ferol's control, unless the humanoid is restored to life or its body is destroyed. Ferol can have no more than twelve zombies under its control at one time.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
      <attack>Longsword|+4|1d8+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 249</description>
    <environment>underdark, swamp, urban, desert</environment>
    </monster>
  <monster>
      <name>Frost Giant Zombie</name>
    <size>H</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (patchwork armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>6</dex>
    <con>21</con>
    <int>3</int>
    <wis>6</wis>
    <cha>5</cha>
    <save>Wis +2</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands Giant but can't speak</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>cold, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Numbing Aura</name>
      <text>Any creature that starts its turn within 10 feet of the zombie must make a DC 17 Constitution saving throw. Unless the save succeeds, the creature can't make more than one attack, or take a bonus action on that turn.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is fire, radiant, or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The zombie makes two weapon attacks.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage.</text>
      <attack>Greataxe|+10|3d12+6</attack>
      </action>
    <action>
        <name>Hurl Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Hurl Rock|+10|4d10+6</attack>
      </action>
    <action>
        <name>Freezing Stare</name>
      <text>The zombie targets one creature it can see within 60 feet of it. The target must succeed on a DC 17 Constitution saving throw or take 35 (10d6) cold damage and be paralyzed until the end of its next turn.</text>
      <attack>Freezing Stare||10d6</attack>
      </action>
    <description>An unknown Aeorian object of immense power and mystery was uncovered and brought to the Fortress of the Dead Jarl in Eiselcross to please the ruling frost giant, Conessa Berg. The object's unstable nature unleashed a burst of corroding arcane power, ravaging the denizens of the stronghold with twisting necromantic energies, transforming them into monstrous, rime-infused undead. These hulking brutes now wander the ruined landscape surrounding their cursed home, hunting and destroying all living things with a frightening ferocity.
The battered, butchered, and frozen remains of would-be heroes litter battle sites where these undead giants have been encountered. Underestimating these towering horrors has been the folly of numerous expeditions to the northern reaches of Eiselcross, with only rumors often finding their way back as proof that these frigid monsters even exist.
Source: Explorer's Guide to Wildemount p. 288</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Frost Worm</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>264 (16d20+96)</hp>
    <speed>walk 40 ft., burrow 30 ft.</speed>
    <str>28</str>
    <dex>8</dex>
    <con>22</con>
    <int>1</int>
    <wis>5</wis>
    <cha>5</cha>
    <save>Con +12, Wis +3</save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>17</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Freezing Body</name>
      <text>A creature that touches the worm or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.</text>
      </trait>
    <trait>
        <name>Death Burst</name>
      <text>When the worm dies, it explodes in a burst of frigid energy. Each creature within 60 feet of it must make a DC 20 Dexterity saving throw, taking 28 (8d6) cold damage on a failed save, or half as much damage on a successful one. Creatures inside the worm when it dies automatically fail this saving throw.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The worm can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The worm makes two bite attacks, or uses its Trill and makes a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage plus 10 (3d6) cold damage. If the target is a Large or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 10 (3d6) acid damage and 10 (3d6) cold damage at the start of each of the worm's turns.</text>
      <attack>Bite|+15|3d8+9</attack>
      <attack>Bite||3d6</attack>
      <text>If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm.</text>
      </action>
    <action>
        <name>Trill</name>
      <text>The frost worm emits a haunting cry. Each creature within 60 feet of the worm that can hear it must succeed on a DC 20 Wisdom saving throw or be stunned for 1 minute. A creature can repeat the saving throw each time it takes damage and at the end of each of its turns, ending the effect on itself on a success. Once a creature successfully saves against this effect, or if this effect ends for it, that creature is immune to the Trill of all frost worms for the next 24 hours. Frost worms are immune to this effect.</text>
      </action>
    <description>Frost worms burrow through the snow, dirt, ice, and rock of Wildemount's Biting North. These enormous monstrosities eagerly consume any living creature they can wrap their jaws around.
A frost worm spends most of its time beneath the frozen ground, conserving energy while it waits for prey to pass overhead. Smart travelers can identify a frost worm's hunting grounds by looking for recently iced-over tunnels. When the worm senses vibrations above, it bursts forth through dirt, ice, and snow. Those who escape its initial assault must still contend with the worm's haunting trill—a hypnotizing call that stops creatures in their tracks to make them easy prey.
Source: Explorer's Guide to Wildemount p. 289</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gearkeeper Construct</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>161 (17d10+68)</hp>
    <speed>walk 60 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>18</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>10</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The gearkeeper is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Rapid Shifting</name>
      <text>Opportunity attacks made against the gearkeeper have disadvantage.</text>
      </trait>
    <trait>
        <name>Whirling Blades</name>
      <text>Any creature that starts its turn within 5 feet of the gearkeeper takes 4 (1d8) slashing damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gearkeeper makes two Arm Blade attacks, or one Arm Blade attack and one Spear Launcher attack.</text>
      </action>
    <action>
        <name>Arm Blade</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 18 (3d8 + 5) slashing damage.</text>
      <attack>Arm Blade|+9|3d8+5</attack>
      </action>
    <action>
        <name>Spear Launcher</name>
      <text>Ranged Weapon Attack: +9 to hit, range 90 ft., one target. 12 (2d6 + 5) piercing damage, and the target is knocked prone.</text>
      <attack>Spear Launcher|+9|2d6+5</attack>
      </action>
    <action>
        <name>Shrapnel Blast (Recharge 6)</name>
      <text>The gearkeeper jettisons a spray of jagged metal in a 30-foot cone. Each creature in the area must make a DC 15 Dexterity saving throw, taking 21 (6d6) piercing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Shrapnel Blast (Recharge 6)||6d6</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 290</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gloomstalker</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>90 (12d10+24)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>22</str>
    <dex>16</dex>
    <con>14</con>
    <int>5</int>
    <wis>17</wis>
    <cha>14</cha>
    <save>Str +9, Dex +6</save>
    <skill>Athletics +9, Intimidation +5, Perception +6, Stealth +6</skill>
    <passive>16</passive>
    <languages>understands Common but can't speak</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 240 ft</senses>
    <trait>
        <name>Shadowstep</name>
      <text>As a bonus action, the gloomstalker can teleport up to 40 feet to an unoccupied space it can see.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the gloomstalker has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gloomstalker makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 15 (2d8 + 6) piercing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Bite|+9|2d8+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Claws|+9|2d6+6</attack>
      </action>
    <action>
        <name>Snatch</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one Medium or smaller creature. 13 (2d6 + 6) slashing damage plus 7 (2d6) necrotic damage, and the target is grappled (escape DC 17). While grappled in this way, the target is restrained.</text>
      <attack>Snatch|+9|2d6+6</attack>
      </action>
    <action>
        <name>Shriek (Recharge 6)</name>
      <text>The gloomstalker emits a terrible shriek. Each enemy within 60 feet of the gloomstalker that can hear it must succeed on a DC 13 Constitution saving throw or be paralyzed until the end of the enemy's next turn.</text>
      </action>
    <description>A gloomstalker is a terrifying, winged predator resembling a wyvern composed of twisting shadows, with glowing eyes and dagger-like teeth.
Source: Explorer's Guide to Wildemount p. 291</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Guardian Wolf</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>66 (7d12+21)</hp>
    <speed>walk 60 ft.</speed>
    <str>22</str>
    <dex>14</dex>
    <con>16</con>
    <int>5</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Common, Elvish</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The wolf has advantage on attack rolls against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The wolf makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (1d10 + 6) piercing damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+8|1d10+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (2d8 + 6) piercing damage.</text>
      <attack>Claws|+8|2d8+6</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 272</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Horizonback Tortoise</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor, 22 while in its shell)</ac>
    <hp>227 (13d20+91)</hp>
    <speed>walk 20 ft.</speed>
    <str>28</str>
    <dex>3</dex>
    <con>25</con>
    <int>4</int>
    <wis>10</wis>
    <cha>5</cha>
    <save>Str +12, Con +10</save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Goblin but can't speak</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft</senses>
    <trait>
        <name>Amphibious</name>
      <text>The tortoise can breathe air and water.</text>
      </trait>
    <trait>
        <name>Massive Frame</name>
      <text>The tortoise can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath the tortoise while it's not prone.</text>
      <text>Any creature under the tortoise when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage.</text>
      <attack>Bite|+12|3d12+9</attack>
      </action>
    <action>
        <name>Shell Defense (Recharge 4-6)</name>
      <text>The tortoise withdraws into its shell, falls prone, and gains a +5 bonus to AC. While the tortoise is in its shell, its speed is 0 and can't increase. The tortoise can emerge from its shell as an action, whereupon it is no longer prone.</text>
      </action>
    <description>Desolate badlands and soggy marshes are home to the ancient and massive horizonback tortoises of Eastern Wynandir. Nearly fifty feet from nose to tail, and with a habit of remaining stationary for long periods, a horizonback tortoise is easy to mistake for a low hill at a distance. But when these impressive creatures rise to begin their march, the sight inspires fear and awe in equal parts. An omnivore of incredible size, these scavengers prefer to feed on dead vegetation, but make use of whatever edible matter they come across.
Source: Explorer's Guide to Wildemount p. 292</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hulil Lutan</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 25 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +4, Persuasion +4, Religion +2</skill>
    <passive>11</passive>
    <languages>any one language (usually Common), Dwarvish</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dark Devotion</name>
      <text>Hulil has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <trait>
        <name>Dwarven Resilience</name>
      <text>&lt;$title_short_name$&gt; has advantage on saving throws against poison, and has resistance against poison damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Hulil makes two melee attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Hulil is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). Hulil has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, inflict wounds, shield of faith</text>
      <text>• 2nd level (3 slots): hold person, spiritual weapon</text>
      </trait>
    <slots>4, 3</slots>
    <spells>light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon</spells>
    <description>
Source: Explorer's Guide to Wildemount p. 240</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Husk Zombie</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>10</ac>
    <hp>37 (5d8+15)</hp>
    <speed>walk 35 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>16</con>
    <int>3</int>
    <wis>6</wis>
    <cha>5</cha>
    <save>Con +5, Wis +0</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands the languages it knew in life but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Curse of the Husk</name>
      <text>A humanoid slain by a melee attack from the zombie revives as a husk zombie on its next turn.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The zombie makes two claw attacks. For each of these attacks that reduces a creature to 0 hit points, the zombie can make an additional claw attack.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <action>
        <name>Variant: Husk Zombie Bursters</name>
      <text>Some husk zombies become bloated with disease and bile, their frenzied state pushing them to rush other living creatures, explode, and spread their horrid infection. A husk zombie burster has the following additional action option:</text>
      <text>Burst. The zombie explodes and is destroyed. Each creature within 5 feet of it must make a DC 12 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one. A humanoid creature killed by this damage rises as a husk zombie after 1 minute.</text>
      </action>
    <description>The wastes of Eastern Wynandir retain many curses and corruptions from the time of the Calamity, the worst of which pervert the sanctity of death. One such curse manifests as a terrible roving fog that draws the corpses of the fallen to rise as husk zombies—resilient undead of frightening speed and bloodlust. As well, some of the more heinous fiends that walk these scarred lands feed on the life force of the living, leaving these terrible undead in their wake.
Source: Explorer's Guide to Wildemount p. 293</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ishel</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>24 (3d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>11</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>Ishel has advantage on saving throws against being charmed, and magic can't put Ishel to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, Ishel has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.</text>
      <attack>Hand Crossbow|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Drow Magic Armor and Weapons</name>
      <text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
      <text>A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Ishel's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire</spells>
    <description>
Source: Explorer's Guide to Wildemount p. 231</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Karkethzerethzerus, the Sable Despoiler</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>22 (natural armor)</ac>
    <hp>487 (25d20+225)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>30</str>
    <dex>10</dex>
    <con>29</con>
    <int>18</int>
    <wis>15</wis>
    <cha>23</cha>
    <save>Dex +7, Con +16, Wis +9, Cha +13</save>
    <skill>Arcana +11, History +11, Perception +16, Stealth +2</skill>
    <passive>26</passive>
    <languages>Common, Draconic</languages>
    <cr>23</cr>
    <resist>necrotic</resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Living Shadow</name>
      <text>While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the dragon can take the Hide action as a bonus action.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage.</text>
      <attack>Bite|+17|2d10+10</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage.</text>
      <attack>Claw|+17|2d6+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage.</text>
      <attack>Tail|+17|2d8+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Necrotic Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||15d8</attack>
      <text>• Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
      <text>• A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.</text>
      <text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
      <text>• Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.</text>
      <text>• Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.</text>
      <text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
      </legendary>
    <description>
Source: Explorer's Guide to Wildemount p. 158</description>
    <environment>mountain, urban</environment>
    </monster>
  <monster>
      <name>Kobold Underling</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>7 (3d6-3)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>16</dex>
    <con>9</con>
    <int>8</int>
    <wis>9</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>Common, Draconic</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Messy End</name>
      <text>The kobold explodes 3 rounds after it dies, or immediately if it was killed by a critical hit. The explosion destroys the kobold's body, leaving its equipment behind. Each creature within 5 feet of the exploding kobold must make a DC 10 Dexterity saving throw, taking 4 (1d8) bludgeoning damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Hand Crossbow|+5|1d6+3</attack>
      </action>
    <description>Kobolds are craven reptilian humanoids that commonly infest dungeons. They make up for their physical ineptitude with a cleverness for trap making.
Source: Explorer's Guide to Wildemount p. 221</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Merrow Shallowpriest</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 10 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>11</int>
    <wis>16</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Abyssal, Aquan</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The merrow can breathe air and water.</text>
      </trait>
    <action>
        <name>Harpoon</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a Medium or smaller creature, the merrow can pull it 10 feet closer.</text>
      <attack>Harpoon|+6|2d6+4</attack>
      </action>
    <action>
        <name>Lightning Bolt (3rd-Level Spell; Requires a Spell Slot)</name>
      <text>The merrow unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 13 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Bolt (3rd-Level Spell; Requires a Spell Slot)||8d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The merrow is a 6th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The merrow has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, minor illusion, shocking grasp</text>
      <text>• 1st level (4 slots): cure wounds, fog cloud, thunderwave</text>
      <text>• 2nd level (3 slots): hold person, mirror image, misty step</text>
      <text>• 3rd level (3 slots): dispel magic, lightning bolt (see "Actions" below), sleet storm</text>
      </trait>
    <slots>4, 3, 3</slots>
    <spells>druidcraft, minor illusion, shocking grasp, cure wounds, fog cloud, thunderwave, hold person, mirror image, misty step, dispel magic, lightning bolt, sleet storm</spells>
    <description>Some of the many merrow that dwell in the watery shadows of the Menagerie Coast learn to harness the magical aspects of the elements. Often working as guides leading merrow hunting parties, some of these shallowpriests rise to become powerful leaders, inspiring their clans to terrorize coastal communities and passing ships.
Rumors speak of underground waterways and lakes carved into the rock beneath Wildemount, where shallowpriests hold court over huge subterranean communities of merrow. These evil creatures are thought to seek the means of flooding the surface world, allowing them to steal away who and what they will to the dark waters below.
While most shallowpriests do not bind themselves in the service of a specific deity, some are drawn to the worship of entities that reign over regions of the Elemental Plane of Water, hoping to find means of expanding their dominion into the seas of Exandria. These merrow often spearhead the construction of intricate shrines and temples along the bottom of the ocean, preparing a sacred space for planar doorways to their master's realm to be opened and maintained.
Source: Explorer's Guide to Wildemount p. 294</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Moorbounder</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>30 (4d10+8)</hp>
    <speed>walk 70 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>14</con>
    <int>2</int>
    <wis>13</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Standing Leap</name>
      <text>The moorbounder's long jump is up to 40 feet and its high jump is up to 20 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (4d4 + 4) slashing damage.</text>
      <attack>Claws|+6|4d4+4</attack>
      </action>
    <description>Natural Hunters
Moorbounders hunt with elongated tusks and retractable claws. With a vague resemblance to large hunting cats, their muscular bodies are built for combat, granting them incredible prowess at leaping and a running speed that makes them dominant carnivores.
Source: Explorer's Guide to Wildemount p. 295</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mossback Steward</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor, 22 while in its shell)</ac>
    <hp>227 (13d20+91)</hp>
    <speed>walk 20 ft.</speed>
    <str>28</str>
    <dex>3</dex>
    <con>25</con>
    <int>4</int>
    <wis>10</wis>
    <cha>5</cha>
    <save>Str +12, Con +10</save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Goblin but can't speak</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft</senses>
    <trait>
        <name>Amphibious</name>
      <text>Mossback Steward can breathe air and water.</text>
      </trait>
    <trait>
        <name>Massive Frame</name>
      <text>Mossback Steward can carry up to 20,000 pounds of weight atop its shell, but moves at half speed if the weight exceeds 10,000 pounds. Medium or smaller creatures can move underneath Mossback Steward while it's not prone.</text>
      <text>Any creature under Mossback Steward when it falls prone is grappled (escape DC 18). Until the grapple ends, the creature is prone and restrained.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage.</text>
      <attack>Bite|+12|3d12+9</attack>
      </action>
    <action>
        <name>Shell Defense (Recharge 4-6)</name>
      <text>Mossback Steward withdraws into its shell, falls prone, and gains a +5 bonus to AC. While Mossback Steward is in its shell, its speed is 0 and can't increase. Mossback Steward can emerge from its shell as an action, whereupon it is no longer prone.</text>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 256</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nergaliid</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>42 (4d10+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>20</con>
    <int>12</int>
    <wis>10</wis>
    <cha>12</cha>
    <save></save>
    <skill>Deception +5, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Common, Infernal</languages>
    <cr>3</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the nergaliid can take the Hide action as a bonus action.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The nergaliid's long jump is up to 30 feet and its high jump is up to 20 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+6|2d8+4</attack>
      </action>
    <action>
        <name>Tongue Lash</name>
      <text>Melee Weapon Attack: +6 to hit, reach 20 ft., one target. 10 (1d12 + 4) bludgeoning damage.</text>
      <attack>Tongue Lash|+6|1d12+4</attack>
      </action>
    <action>
        <name>Siphon Life (Recharge 4-6)</name>
      <text>The nergaliid magically draws the life from a humanoid it can see within 40 feet of it. The target must make a DC 15 Wisdom saving throw. An incapacitated target fails the save automatically. On a failed save, the creature takes 10 (3d6) psychic damage, and the nergaliid gains temporary hit points equal to the damage taken. On a successful save, the target takes half as much damage, and the nergaliid doesn't gain temporary hit points. If this damage kills the target, its body rises at the end of the nergaliid's current turn as a husk zombie (see earlier in this chapter).</text>
      <attack>Siphon Life (Recharge 4-6)||3d6</attack>
      </action>
    <description>Corpulent, scaled, and utterly repulsive, these vicious devils stalk the dark edges of society away from prying eyes, subsisting on the life force of unsuspecting humanoids. Creatures that die to the nergaliid's feeding leave a corrupted undead corpse behind known as a husk zombie (see earlier in this chapter).
The nergaliid favors feeding on the life force of sleeping humanoids, feasting on the same prey nightly—so long as its victim remains unaware. This ensures a lasting source of nourishment, with the victim beset by terrible nightmares as long as the feeding continues. When a nergaliid is discovered, it tries to strike a deal with the one who uncovered it. It might offer material wealth in exchange for freedom and silence. Only when an accord seems unlikely does the nergaliid attack.
Source: Explorer's Guide to Wildemount p. 296</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ogre Lord Buhfal II</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (hide armor)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Greatclub|+6|2d8+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Javelin|+6|2d6+4</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 251</description>
    <environment>grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain</environment>
    </monster>
  <monster>
      <name>Old Croaker</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>39 (6d10+6)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>Old Croaker can breathe air and water</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>Old Croaker's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and Old Croaker can't bite another target.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>Old Croaker makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside Old Croaker, and it takes 10 (3d6) acid damage at the start of each of Old Croaker's turns. Old Croaker can have only one target swallowed at a time.</text>
      <text>If Old Croaker dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 240</description>
    <environment>underdark, forest, swamp, desert, coastal</environment>
    </monster>
  <monster>
      <name>Oracs the Enduring</name>
    <size>G</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>367 (21d20+147)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>27</str>
    <dex>14</dex>
    <con>25</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +9, Con +14, Wis +9, Cha +11</save>
    <skill>Perception +16, Stealth +9</skill>
    <passive>26</passive>
    <languages>Common, Draconic</languages>
    <cr>21</cr>
    <resist>necrotic</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, poisoned, exhaustion</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dracolich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The dracolich has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.</text>
      <attack>Bite|+15|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+15|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The dracolich exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||15d8</attack>
      </action>
    <legendary>
        <text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dracolich makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dracolich makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dracolich beats its wings. Each creature within 15 feet of the dracolich must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.</text>
      <text>• A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.</text>
      <text>• Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.</text>
      <text>• Fog lightly obscures the land within 6 miles of the lair.</text>
      <text>If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.</text>
      </legendary>
    <description>
Source: Explorer's Guide to Wildemount p. 154</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Parson Pellinost</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (chain shirt)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>12</con>
    <int>13</int>
    <wis>16</wis>
    <cha>13</cha>
    <save></save>
    <skill>Medicine +7, Persuasion +3, Religion +5</skill>
    <passive>13</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Divine Eminence</name>
      <text>As a bonus action, Pellinost can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If Pellinost expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
      <attack>Mace|+2|1d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Pellinost is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Pellinost has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): cure wounds, guiding bolt, sanctuary</text>
      <text>• 2nd level (3 slots): lesser restoration, spiritual weapon</text>
      <text>• 3rd level (2 slots): dispel magic, spirit guardians</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
    <description>
Source: Explorer's Guide to Wildemount p. 261</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Raegrin Mau</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>12 (leather armor)</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 35 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>10</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +2, Religion +2, Perception +1</skill>
    <passive>10</passive>
    <languages>any one language (usually Common), Elvish</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dark Devotion</name>
      <text>Raegrin has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>&lt;$title_short_name$&gt; has advantage on saving throws against being charmed, and magic can't put Raegrin to sleep.</text>
      </trait>
    <trait>
        <name>Mask of the Wild</name>
      <text>&lt;$title_short_name$&gt; can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage.</text>
      <attack>Scimitar|+3|1d6+1</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 240</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sahuagin Warlock of Uk'otoa</name>
    <size>M</size>
    <type>humanoid (sahuagin)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>11</con>
    <int>8</int>
    <wis>8</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +1, Persuasion +5</skill>
    <passive>9</passive>
    <languages>Common, Sahuagin</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The warlock has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The warlock can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.</text>
      </trait>
    <trait>
        <name>Shark Telepathy</name>
      <text>The warlock can magically command any shark within 120 feet of it, using a limited telepathy.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The warlock makes two attacks: one with its bite and one with its Sword of Fathoms.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Sword of Fathoms</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) slashing damage, and if the target is a creature, it must succeed on a DC 13 Constitution saving throw or begin choking. The choking creature is incapacitated until the end of its next turn, when the effect ends on it.</text>
      <attack>Sword of Fathoms|+4|1d10+2</attack>
      </action>
    <action>
        <name>Eldritch Blast (Cantrip)</name>
      <text>Ranged Spell Attack: +5 to hit, range 120 ft., one creature. 5 (1d10) force damage.</text>
      <attack>Eldritch Blast (Cantrip)|+5|1d10</attack>
      </action>
    <action>
        <name>Variant: Rod of Retribution</name>
      <text>Sahuagin warlocks of Uk'otoa who have exceptional potential in the eyes of the leviathan lord are granted a rod of retribution in addition to Uk'otoa's typical blessing, the Sword of Fathoms. A sahuagin warlock of Uk'otoa holding this rod gains the following reaction:</text>
      <text>Retribution (3/Day). When a creature the warlock can see within 60 feet of it damages the warlock, the creature must make a DC 13 Dexterity saving throw, taking 11 (2d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The warlock's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: eldritch blast (see "Actions" below), minor illusion</text>
      <text>1/day each: armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar</text>
      </trait>
    <spells>eldritch blast, minor illusion, armor of Agathys, arms of Hadar, counterspell, crown of madness, invisibility, hunger of Hadar</spells>
    <description>The slumbering leviathan Uk'otoa preys on the fears and ambitions of humanoids that brave the depths of the Lucidian Ocean. Countless communities of sahuagin inhabit uncharted pockets of water along the Menagerie Coast, and the most ambitious among them often hear the call of the leviathan in their dreams, urging them to take his power and use it to achieve their bloodsoaked dreams.
Sahuagin who answer the call of Uk'otoa tend to have one ambition in common: vengeance against the land dwellers of the Clovis Concord for daring to sail oceans that do not belong to them. As these devotees receive dark boons from their leviathan lord, other sahuagin begin to gather to their side, drawn to their displays of power and seeking their own pathway to power. Over time, these warlocks eventually become empty husks, mere receptacles for Uk'otoa's power, and puppets that the slumbering leviathan can control as he pleases.
Source: Explorer's Guide to Wildemount p. 297</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sea Fury</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>105 (14d8+42)</hp>
    <speed>walk 30 ft., swim 50 ft.</speed>
    <str>19</str>
    <dex>15</dex>
    <con>16</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +8, Insight +5, Perception +5, Stealth +6</skill>
    <passive>15</passive>
    <languages>Aquan, Common, Giant</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>cold, fire, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The sea fury can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the sea fury fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The sea fury has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sea fury makes two attacks with its claws.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws|+8|2d8+4</attack>
      </action>
    <action>
        <name>Death Glare</name>
      <text>The sea fury targets one frightened creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or drop to 0 hit points.</text>
      </action>
    <legendary>
        <text>The fey can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fey regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>As Water</name>
      <text>The sea fury transforms into a wave of foaming seawater, along with whatever it is wearing or carrying, and moves up to its speed without provoking opportunity attacks. While in this form, it can't be grappled or restrained. It reverts to its true form at the end of this movement.</text>
      </legendary>
    <legendary>
        <name>Fearsome Apparition (Costs 2 Actions)</name>
      <text>The sea fury conjures an apparition of one of its dead sisters, which appears in an unoccupied space the sea fury can see within 30 feet of it. Enemies of the sea fury that can see the apparition must succeed on a DC 16 Wisdom saving throw or be frightened of it until it vanishes at the end of the sea fury's next turn.</text>
      </legendary>
    <legendary>
        <name>Conjure Snakes (Costs 3 Actions)</name>
      <text>The sea fury disgorges a swarm of poisonous snakes, which occupies the same space as the sea fury, acts on its own initiative count, and attacks as directed by the sea fury. The sea fury can control up to three of these swarms at a time.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>A sea fury lurks in the caverns where its coven once dwelled, decorating the walls with the bones of its slain kin, as well as baubles stolen from sunken wrecks.</text>
      <text>On initiative count 20 (losing initiative ties), the sea fury can take a lair action to cause one of the following magical effects, but can't use the same effect two rounds in a row:</text>
      <text>• Caverns, tunnels, and pools of water within 120 feet of the sea fury become foggy or murky, to the extent that the area becomes heavily obscured.</text>
      <text>• The sea fury conjures a 15-foot cube of water that fills an unoccupied space it can see within 30 feet of it, then moves the water in a straight line up to 60 feet, after which the water disperses. Any creature that comes into contact with the rushing wave must succeed on a DC 16 Strength saving throw or be knocked prone by it and pushed 15 feet along its course.</text>
      <text>• The sea fury calls forth the spirit of a dead sailor or sea hag that met its end in the lair. This spirit has the statistics of a specter and lasts until the sea fury uses another lair action. The specter appears in an unoccupied space within 30 feet of the sea fury and obeys the sea fury's commands.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a sea fury's lair is warped by the sea fury's magic, which creates the following effects:</text>
      <text>• Sea water within 5 miles of the lair becomes coarse and choppy, as if whipped by an unseen wind.</text>
      <text>• Sea grass within 1 mile of the lair is imbued with a foul mockery of life, grasping ineffectually at any creature that passes within 5 feet of it.</text>
      <text>• Ordinary crab and octopus within 1 mile of the lair grow in size to become giant crab and giant octopus, respectively. These creatures serve the sea fury as spies and guards.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The sea fury's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: witch bolt</text>
      <text>1/day each: bestow curse, fear, thunderwave</text>
      </trait>
    <spells>witch bolt, bestow curse, fear, thunderwave</spells>
    <description>In times of great danger, sea hags form massive covens to channel powerful magic against outside threats. But when the threat is vanquished, these covens often destroy themselves from within. One sea hag grows more powerful than the others, killing its kin one by one and siphoning their magical power as it does so.
Driven to madness by the power it claims—and by the loneliness that is the cost of its killing spree—the hag becomes a sea fury, which hoards treasure, spreads rumors, and does everything within its power to lure sailors and explorers to its lair. By doing so, it hopes to break its loneliness for a time—and then to destroy its new playthings when they have outlived their usefulness.
Source: Explorer's Guide to Wildemount p. 299</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shadowghast</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 35 ft.</speed>
    <str>14</str>
    <dex>20</dex>
    <con>12</con>
    <int>12</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +8</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>5</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Stench</name>
      <text>Any creature that starts its turn within 5 feet of the shadowghast must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to this Stench for 24 hours.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the shadowghast can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The shadowghast makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 11 (2d8 + 2) slashing damage plus 5 (1d10) necrotic damage.</text>
      <attack>Bite|+8|2d8+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+8|2d6+5</attack>
      </action>
    <description>A shadowghast is an undead assassin. Leaping out from the shadows and trailing tendrils of darkness, it closes in on its prey with nary a sound, then tears into a victim with its paralyzing claws and furious bite.
Source: Explorer's Guide to Wildemount p. 299</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sharkbody Abomination</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>45 (6d10+12)</hp>
    <speed>swim 40 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>15</con>
    <int>1</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The abomination has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The abomination can breathe only underwater.</text>
      </trait>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The abomination can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Bite|+6|2d8+4</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 215</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Sken Zabriss</name>
    <size>M</size>
    <type>humanoid (goliath)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (breastplate, shield)</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>15</con>
    <int>13</int>
    <wis>10</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Draconic, Giant</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Powerful Build</name>
      <text>Sken counts as one size larger when determining her carrying capacity and the weight she can push, drag, or lift.</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>Sken wears a ring of obscuring. With it, she can cast the fog cloud spell centered on herself three times per day. The cloud lasts for 1 minute (no concentration required).</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage when used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <reaction>
        <name>Stone's Endurance (Recharges after a Short or Long Rest)</name>
      <text>When Sken takes damage, she can use her reaction to reduce the damage taken by 8 (1d12 + 2).</text>
      </reaction>
    <description>
Source: Explorer's Guide to Wildemount p. 221</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skr'a S'orsk</name>
    <size>M</size>
    <type>humanoid (lizardfolk)</type>
    <alignment>Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>10</int>
    <wis>15</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4, Stealth +4, Survival +6</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The lizardfolk can hold its breath for 15 minutes.</text>
      </trait>
    <action>
        <name>Multiattack (Lizardfolk Form Only)</name>
      <text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If Skr'a S'orsk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and Skr'a S'orsk can't bite another target. If Skr'a S'orsk reverts to its true form, the grapple ends.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claws (Lizardfolk Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws (Lizardfolk Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Change Shape (Recharges after a Short or Long Rest)</name>
      <text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, 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.</text>
      </action>
    <trait>
        <name>Spellcasting (Lizardfolk Form Only)</name>
      <text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, produce flame, thorn whip</text>
      <text>• 1st level (4 slots): entangle, fog cloud</text>
      <text>• 2nd level (3 slots): heat metal, spike growth</text>
      <text>• 3rd level (2 slots): conjure animals (reptiles only), plant growth</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth</spells>
    <description>
Source: Explorer's Guide to Wildemount p. 254</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Swarm of Undead Snakes</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>14</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>11</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned, poisoned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bites|+6|2d6</attack>
      <attack>Bites||4d6</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 247</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Swavain Basilisk</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>85 (10d12+20)</hp>
    <speed>walk 15 ft., swim 40 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>15</con>
    <int>2</int>
    <wis>8</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The basilisk can breathe air and water.</text>
      </trait>
    <trait>
        <name>Petrifying Secretions</name>
      <text>A creature must make a DC 13 Constitution saving throw if it hits the basilisk with a weapon attack while within 5 feet of it or if it starts its turn grappled by the basilisk. Unless the save succeeds, the creature magically begins to turn to stone and is restrained, and it must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The basilisk makes two attacks: one with its bite and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (3d6 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+6|3d6+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 14 (2d10 + 3) bludgeoning damage. If the target is a Large or smaller creature, it is grappled (escape DC 12).</text>
      <attack>Tail|+6|2d10+3</attack>
      </action>
    <description>Pearl divers and seafloor scavengers sometimes tell tales of mysterious ocean gardens filled with statues of sea creatures and sailors—the underwater grottoes of the deadly Swavain basilisk. Though named for the Swavain Islands where they are most commonly found, these dangerous hunters have been known to wander inland waterways, and have even been spotted in subterranean sewer systems.
Source: Explorer's Guide to Wildemount p. 300</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Three Earrings</name>
    <size>M</size>
    <type>humanoid (tabaxi)</type>
    <alignment>Any Non-Lawful Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>14</con>
    <int>14</int>
    <wis>11</wis>
    <cha>14</cha>
    <save>Str +4, Dex +5, Wis +2</save>
    <skill>Athletics +4, Deception +4</skill>
    <passive>10</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Feline Agility</name>
      <text>When &lt;$title_short_name$&gt; moves on its turn in combat, they can double their speed until the end of the turn. Once they uses this ability, &lt;$title_short_name$&gt; can't use it again until they moves 0 feet on one of their turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The captain makes three melee attacks: two with its scimitar and one with its dagger. Or Three Earrings makes two ranged attacks with its daggers.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar|+5|1d6+3</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: ++4 to hit, reach 5 ft., one target. 4 (1d4 +2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The captain adds 2 to its AC against one melee attack that would hit it. To do so, Three Earrings must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
Source: Explorer's Guide to Wildemount p. 211</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Udaak</name>
    <size>G</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>165 (10d20+60)</hp>
    <speed>walk 50 ft.</speed>
    <str>26</str>
    <dex>14</dex>
    <con>22</con>
    <int>3</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Str +13, Con +11</save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>16</cr>
    <resist></resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable>thunder</vulnerable>
    <conditionImmune>frightened, grappled, poisoned, restrained</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the udaak moves at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 27 (6d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from the udaak and knocked prone.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The udaak deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The udaak makes three attacks: one with its bite and two with its slam.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one creature. 21 (2d12 + 8) piercing damage, and the target is grappled (escape DC 21). Until this grapple ends, the target is restrained, and the udaak can't bite another target.</text>
      <attack>Bite|+13|2d12+8</attack>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage.</text>
      <attack>Slam|+13|3d8+8</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The udaak makes one bite attack against a Large or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the udaak, and it takes 21 (6d6) acid damage at the start of each of the udaak's turns.</text>
      <text>If the udaak takes 30 damage or more on a single turn from a creature inside it, the udaak must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the udaak. If the udaak dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
      </action>
    <description>Known commonly as the brutes of Xhorhas, these enormous creatures resemble an immense, demonic cross between ox and gorilla. Udaaks are solitary wanderers, found most commonly along the edges of settled lands in the barrens of Eastern Wynandir. Though they often scavenge for food, a hungry udaak will attack almost any prey, its four sets of red eyes and its tangle of teeth and tusks striking fear into the heart of any creature.
Living Siege Engine. Originally brought to Exandria from the Abyss, udaaks lost their connection to that realm after the Divergence and have roamed the world freely ever since. In recent years, the warmasters of the Kryn Dynasty have developed arcane collars that can keep an udaak under control, and they have begun using these dread creatures in the war against the Dwendalian Empire.
Source: Explorer's Guide to Wildemount p. 301</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vox Seeker</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>7 (2d4+2)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>2</str>
    <dex>10</dex>
    <con>12</con>
    <int>1</int>
    <wis>10</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Voice Lock</name>
      <text>The vox seeker must move toward and attack the source of the nearest voice within 60 feet of it, to the exclusion of all other targets, for as long as it remains operational.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The vox seeker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Pincer</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage plus 3 lightning damage.</text>
      <attack>Pincer|+2|1d4</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 270</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Yinra Emberwind</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Good</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>12</con>
    <int>14</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Investigation +4, Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages>Common, Elvish</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>Yinra has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>Yinra has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Longbow|+5|1d8+3</attack>
      </action>
    <description>
Source: Explorer's Guide to Wildemount p. 223</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Belashyrra</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>304 (32d8+160)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>24</str>
    <dex>21</dex>
    <con>20</con>
    <int>25</int>
    <wis>22</wis>
    <cha>23</cha>
    <save>Int +14, Wis +13, Cha +13</save>
    <skill>Arcana +14, Perception +13</skill>
    <passive>23</passive>
    <languages>Deep Speech, telepathy 120 ft.</languages>
    <cr>22</cr>
    <resist>poison, psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Alien Mind</name>
      <text>If a creature tries to read Belashyrra's thoughts or deals psychic damage to it, that creature must succeed on a DC 22 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Eye Thief</name>
      <text>Belashyrra can see through the eyes of all creatures within 120 feet of it. It can use its Eye Ray through any creature within 120 feet of it, as though it were in that creature's space.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Belashyrra fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Belashyrra has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Belashyrra regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. Belashyrra dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Teleport</name>
      <text>As a bonus action, Belashyrra can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Belashyrra makes two attacks with its claws and uses its Eye Ray once.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage.</text>
      <attack>Claw|+14|3d6+7</attack>
      </action>
    <action>
        <name>Eye Ray</name>
      <text>Belashyrra shoots one of the following magical eye rays of its choice, targeting one creature it can see within 120 feet of it:</text>
      </action>
    <action>
        <name>1</name>
      <text>Psyche-Reconstruction Ray. The target must make a DC 22 Wisdom saving throw, taking 49 (9d10) psychic damage on a failed save, or half as much damage on a successful one. If this damage reduces a creature to 0 hit points, it dies and transforms into a spectator under Belashyrra's control and acts immediately after Belashyrra in the initiative order. The target can't be returned to its original form by any means short of a wish spell.</text>
      <attack>1||9d10</attack>
      </action>
    <action>
        <name>2</name>
      <text>Domination Ray. The target must succeed on a DC 22 Wisdom saving throw or be charmed by Belashyrra for 1 minute or until the target takes damage. Belashyrra can issue telepathic commands to the charmed creature (no action required), which it does its best to obey.</text>
      </action>
    <action>
        <name>3</name>
      <text>Mind-Weakening Ray. The target must succeed on a DC 22 Intelligence saving throw or take 36 (8d8) psychic damage and be unable to cast spells or activate magic items for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>3||8d8</attack>
      </action>
    <action>
        <name>4</name>
      <text>Blinding Ray. The target and each creature within 10 feet of it must succeed on a DC 22 Constitution saving throw or take 19 (3d12) radiant damage and be blinded for 1 minute. Until this blindness ends, Belyshyrra can see through the blinded creature's eyes. The blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>4||3d12</attack>
      </action>
    <legendary>
        <text>Belashyrra can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Belashyrra regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw</name>
      <text>Belashyrra makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Implant Fear (Costs 2 Actions)</name>
      <text>Belashyrra targets a creature it can see within 60 feet of it. The target must succeed on a DC 22 Wisdom saving throw or take 22 (4d10) psychic damage and immediately use its reaction, if available, to move as far as its speed allows away from Belashyrra.</text>
      </legendary>
    <legendary>
        <name>Rend Reality (Costs 3 Actions)</name>
      <text>Belashyrra rips at the bonds of reality in its immediate area. Each creature within 10 feet of Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12) force damage and gain one level of exhaustion.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>While within the Citadel of Lidless Eyes, Belashyrra can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Belashyrra can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</text>
      <text>• An eye opens on a solid surface within 60 feet of Belashyrra. One random eye ray of Belashyrra's shoots from that eye at a target of Belashyrra's choice that it can see. The eye then closes and disappears.</text>
      <text>• Belashyrra creates a wave of madness. Each creature it can see within its lair must succeed on a DC 22 Wisdom saving throw or be charmed for 1 minute. While charmed in this way, a creature must use its action at the start of its turn before moving to make a melee attack against another creature of Belashyrra's choice within reach. If there are no creatures within reach, the charmed creature can act normally for that turn. A charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Belashyrra taps into the eyesight of creatures in its lair and alters their perception. Each creature of Belashyrra's choice in the lair must make a DC 22 Wisdom saving throw. On a failure, the affected creature perceives objects and creatures a short distance from their actual locations, imposing disadvantage on the creature's attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>Belashyrra's lair is known to touch remote areas of the Shadow Marches and caverns below Xen'drik. A region containing a passage to Belashyrra's lair is warped by its magic, which creates one or more of the following effects:</text>
      <text>• Creatures within 1 mile of the passage sometimes feel as if they're being watched.</text>
      <text>• Beasts that live within 5 miles of the passage undergo magical transmutation, growing eyes or eyestalks that Belashyrra can see through.</text>
      <text>• A humanoid who spends at least 1 hour within 1 mile of the passage must succeed on a DC 21 Wisdom saving throw or descend into a type of madness (see "Madness of Belashyrra" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Belashyrra dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>Dreadful Visions. The madness of Belashyrra is tied to sight: images that can't be unseen, horrific hallucinations, the fear of blindness and of being watched—or realizing that something else is using your eyes. Belashyrra can force its victims to question whether what they perceive is real, or can fill their world with such terrors that they willingly blind themselves to escape.
Belashyrra sees mortals as raw materials to be exploited or insects to be exterminated. However, the Lord of Eyes has been known to take an interest in specific mortals. Belashyrra's warlocks serve as its envoys in the world and are often directed to seek out creatures and sites that the daelkyr wishes to see through their eyes.
Belashyrra's Cults. The Lord of Eyes has followers across Khorvaire, and its cults are typically driven by mad visions. Devoted cultists can grow eyes in unusual locations, and might have darkvision or other supernatural abilities when they view the world through those eyes. Beholderkin often advise or lead Belashyrra's cults, and cultists typically treat these aberrations as divine beings.
Belashyrra's Lair
Belashyrra makes its lair in the Citadel of Lidless Eyes deep in Khyber, a site that appears to have been molded from molten stone, chitin, and flesh. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only to the Lord of Eyes. It's rumored that anyone who sits on the citadel's throne can see through the eyes of any sentient creature on Eberron or in Khyber. If encountered in its lair, Belashyrra has a challenge rating of 23 (50,000 XP).
Madness of Belashyrra
If a creature goes mad in Belashyrra's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Belashyrra table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
Madness of Belashyrra
d6 | Flaw (lasts until cured)
1 | "I constantly see shapes moving in the shadows."
2 | "I perceive certain types of people—vocations or entire societies—as hideous monsters."
3 | "Someone is watching everything I do."
4 | "When I close my eyes, I see my past misdeeds."
5 | "I don't trust my sight. I have no idea what's real and what's a hallucination."
6 | "Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered."

Source: Eberron: Rising from the Last War p. 286</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bone Knight</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>20 (bonecraft armor)</ac>
    <hp>84 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>14</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Wis +5, Cha +6</save>
    <skill>Athletics +7, Deception +6, Intimidation +6</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>5</cr>
    <resist>necrotic, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Commander of Bones</name>
      <text>As a bonus action, the knight can target one skeleton or zombie it can see within 30 feet of it. The target must make a DC 14 Wisdom saving throw. On a failed save, the target must obey the knight's commands until the knight dies or until the knight releases it as a bonus action. The knight can command up to twelve undead at a time this way.</text>
      </trait>
    <trait>
        <name>Master of the Pallid Banner</name>
      <text>While within 60 feet of the knight, any undead ally of the knight has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The knight attacks twice with one of its weapons.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Greatsword|+7|2d6+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Longbow|+4|1d8+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The knight is an 8th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It has the following paladin spells prepared:</text>
      <text>• 1st level (4 slots): command, compelled duel, hellish rebuke, wrathful smite</text>
      <text>• 2nd level (3 slots): branding smite, crown of madness, darkness, find steed, magic weapon</text>
      </trait>
    <slots>4, 3</slots>
    <spells>command, compelled duel, hellish rebuke, wrathful smite, branding smite, crown of madness, darkness, find steed, magic weapon</spells>
    <description>Bone knights are the champions of the Order of the Emerald Claw. Clad in distinctive bonecraft armor—heavy armor adorned with the bones of fallen enemies—these fearsome warriors command squads of undead soldiers as they pursue the sinister goals of Lady Illmarrow.
Karrnathi Patriots. Early in the Last War, Karrnath turned to the necromancers of the Blood of Vol to bolster the nation's army with undead forces. The skeletons and zombies created by the necromancers were mindless creatures that required guidance. The first bone knights were appointed to provide this control.
Devoted paladins of the Blood of Vol were fused into suits of bonecraft armor, whose magic focused their divine gifts, allowing them to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and when donning it, each bone knight understood that their former life was over.
The Fall of the Emerald Claw. During the Last War, many bone knights took service with the Order of the Emerald Claw, helping that name strike fear into the enemies of Karrnath. In the last decade, King Kaius III of Karrnath has done much to ensure a peaceful end to the Last War. Under the terms of the Treaty of Thronehold, Kaius sealed most of Karrnath's undead in deep vaults, and the Order of the Emerald Claw was disbanded. A few bone knights remained in service to the crown, but most were cast aside—still bound to their bonecraft armor and still convinced of Karrnathi supremacy. These bone knights felt that Kaius had betrayed both them and their nation, leading their once-proud order to find a new purpose in the service of Lady Illmarrow.
Source: Eberron: Rising from the Last War p. 316</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Changeling</name>
    <size>M</size>
    <type>humanoid (changeling, shapechanger)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>15</dex>
    <con>12</con>
    <int>14</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill>Acrobatics +4, Deception +5, Insight +2, Perception +2, Persuasion +5</skill>
    <passive>12</passive>
    <languages>Common, Dwarvish, Elvish, Halfling, Thieves' cant</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Change Appearance</name>
      <text>The changeling can use its action to polymorph into a Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The changeling makes two attacks with its dagger.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Unsettling Visage (Recharges after a Short or Long Rest)</name>
      <text>Each creature within 30 feet of the changeling must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>Changelings are a humanoid race of shapechangers who conceal their true identities behind false faces. Their gifts of mimicry allow them to appear as members of any humanoid culture, playing the part of a dwarf one day and a dragonborn the next. Although changelings can adopt any guise, most rely on a few established personas, each with a developed history and a network of friends and acquaintances.
Source: Eberron: Rising from the Last War p. 317</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Clawfoot</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>4</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The clawfoot has advantage on an attack roll against a creature if at least one of the clawfoot's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the clawfoot moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 11 Strength saving throw or be knocked prone. If the target is prone, the clawfoot can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The clawfoot makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Claws|+5|1d8+3</attack>
      </action>
    <description>Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts.
Source: Eberron: Rising from the Last War p. 289, Wayfinder's Guide to Eberron p. 81</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Corrin Delmaco</name>
    <size>S</size>
    <type>humanoid (halfling)</type>
    <alignment>Any alignment</alignment>
    <ac>12</ac>
    <hp>21 (6d6)</hp>
    <speed>walk 25 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>10</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
    <passive>16</passive>
    <languages>any two languages, Halfling</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of its turns, Corrin can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Sneak Attack (1/Turn)</name>
      <text>Corrin deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of Corrin that isn't incapacitated and Corrin doesn't have disadvantage on the attack roll.</text>
      </trait>
    <trait>
        <name>Halfling Nimbleness</name>
      <text>&lt;$title_short_name$&gt; can move through a space of a Medium or larger creature.</text>
      </trait>
    <trait>
        <name>Brave</name>
      <text>&lt;$title_short_name$&gt; has advantage on saving throws against being frightened.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Corrin makes two melee attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow|+4|1d6+2</attack>
      </action>
    <description>
Source: Eberron: Rising from the Last War p. 271</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dolgaunt</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (Unarmored Defense)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>18</dex>
    <con>12</con>
    <int>13</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Acrobatics +6, Perception +4, Stealth +6</skill>
    <passive>14</passive>
    <languages>Deep Speech, Goblin</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 120 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Evasion</name>
      <text>If the dolgaunt is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the dolgaunt instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
      </trait>
    <trait>
        <name>Unarmored Defense</name>
      <text>While the dolgaunt is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dolgaunt makes two tentacle attacks and two unarmed strikes. Up to two tentacle attacks can be replaced by Vitality Drain.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 7 (1d6 + 4) bludgeoning damage. The target is grappled (escape DC 12) if it is a Large or smaller creature. Until this grapple ends, the dolgaunt can't use the same tentacle on another target. The dolgaunt has two tentacles.</text>
      <attack>Tentacle|+6|1d6+4</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) bludgeoning damage.</text>
      <attack>Unarmed Strike|+6|1d4+4</attack>
      </action>
    <action>
        <name>Vitality Drain</name>
      <text>One creature grappled by a tentacle of the dolgaunt must make a DC 11 Constitution saving throw. On a failed save, the target takes 9 (2d8) necrotic damage, and the dolgaunt regains a number of hit points equal to half the necrotic damage taken.</text>
      <attack>Vitality Drain||2d8</attack>
      </action>
    <description>Dolgaunts are emaciated hobgoblins with disease-hued flesh. Their eye sockets gape open and empty above a mouth with a wormlike tongue. Writhing cilia cover their bodies, with longer tendrils around their heads and two wiry tentacles protruding from their bare shoulders. A dolgaunt is blind but can perceive its surroundings through the sensitive cilia that cover its skin. It can also absorb life through its tentacles, allowing it to drain the vitality out of any creature it touches.
Warped by Chaos. When the daelkyr emerged from Xoriat to conquer Khorvaire, they captured and transformed that land's indigenous creatures to create armies of hideous warriors. Dyrrn the Corruptor shaped dolgaunts from hobgoblin stock, turning them into intelligent, cold, and efficient killers.
When the daelkyr were defeated, the dolgaunts descended into the depths of Khyber with their masters. There, they study in cavernous monasteries, forging their bodies into living weapons dedicated to the missions given them by those masters. Dolgaunts are often found commanding squads of dolgrims, and can also be found working with the Cults of the Dragon Below—particularly those devoted to Dyrrn the Corruptor.
Source: Eberron: Rising from the Last War p. 290</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dolgrim</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor, shield)</ac>
    <hp>13 (3d6+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>12</con>
    <int>8</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Deep Speech, Goblin</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dual Consciousness</name>
      <text>The dolgrim has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dolgrim makes three attacks.</text>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Morningstar|+4|1d8+2</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow|+4|1d6+2</attack>
      </action>
    <description>Dolgrims are squat, deformed things. Warped by the daelkyr, a dolgrim is essentially two goblins crushed into one creature, their misshapen body boasting four arms and a pair of twisted mouths that gibber and slather at the front of a headless torso. The two mouths of a dolgrim sometimes carry on demented conversations with one another. However, a dolgrim has only a single personality—sadistic, bloodthirsty, and brutally dedicated to serving itself.
Small numbers of these creatures sometimes make their way to the surface, often under the command of dolgaunts, and undertaking missions advancing the inscrutable schemes of their malevolent masters. But great hordes of dolgrims remain clustered in Khyber with the daelkyr, dreaming of the day when they will be released into Eberron to feast and destroy.
Source: Eberron: Rising from the Last War p. 291</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dusk Hag</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>82 (15d8+15)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>17</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Int +6, Wis +6</save>
    <skill>Deception +7, Insight +6, Perception +6</skill>
    <passive>16</passive>
    <languages>Common, Giant, Infernal</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, frightened</conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The hag has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hag makes two Nightmare Touch attacks.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+5|1d6+2</attack>
      </action>
    <action>
        <name>Nightmare Touch</name>
      <text>Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 18 (4d6 + 4) psychic damage. If the target is unconscious, it takes an extra 10 (3d6) psychic damage and is cursed until the hag dies or the curse is removed. The cursed creature's hit point maximum decreases by 5 (1d10) whenever it finishes a long rest.</text>
      <attack>Nightmare Touch|+7|4d6+4</attack>
      </action>
    <reaction>
        <name>Dream Eater</name>
      <text>When an unconscious creature the hag can see within 30 feet of her regains consciousness, the hag can force the creature to make a DC 15 Wisdom saving throw. Unless the save succeeds, the creature takes 11 (2d10) psychic damage, and the hag regains hit points equal to the amount of damage taken.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hag's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, disguise self</text>
      <text>3/day each: dream, hypnotic pattern, sleep (9d8)</text>
      <text>1/day each: legend lore, scrying</text>
      </trait>
    <spells>detect magic, disguise self, dream, hypnotic pattern, sleep, legend lore, scrying</spells>
    <description>Dusk hags resemble gnarled crones with shriveled orange skin, tangled gray hair, and eyes that burn like hot coals. They see visions of the future in their dreams, and their dark magic allows them to influence the dreams of others, sending messages or inflicting nightmares with a touch. Tales talk of ambitious wizards, frantic monarchs, and desperate heroes undertaking quests or making bargains with a dusk hag in exchange for its prophecies and visions of the future. But the information gained from a dusk hag often has a way of causing more pain than joy. Like all hags, dusk hags enjoy causing strife to those who bargain with them, and find ways to twist and turn promises to their own advantage. The Dusk Hag Prophecies table provides examples of the sort of dreams dusk hags might share with unsuspecting sleepers.
Dusk Hag Prophecies
d10 | Prophecy
1 | "A red hat approaches with ill intent. Be wary."
2 | "A ship comes on a sea of bones, but treasure waits behind a silver skull."
3 | "Three days, three deaths, three eyes, three breaths."
4 | "Doom falls on the peacock and the sparrow alike. Best be a raven."
5 | "A white hand on a black field holds the golden key."
6 | "Beware the black horse."
7 | "The fish is your friend."
8 | "The stairs downward lead to that which you seek."
9 | "Look for two crossed swords. There your goal lies."
10 | "If you see two crows, turn back. Beyond is death."

Source: Eberron: Rising from the Last War p. 292</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dyrrn</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>325 (31d8+186)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>26</str>
    <dex>21</dex>
    <con>22</con>
    <int>26</int>
    <wis>23</wis>
    <cha>24</cha>
    <save>Int +15, Wis +13, Cha +14</save>
    <skill>Arcana +15, History +15, Insight +13, Perception +13</skill>
    <passive>23</passive>
    <languages>Deep Speech, telepathy 120 ft.</languages>
    <cr>24</cr>
    <resist>poison, psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, exhaustion, frightened, poisoned, prone</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Alien Mind</name>
      <text>If a creature tries to read Dyrrn's thoughts or deals psychic damage to it, that creature must succeed on a DC 23 Intelligence saving throw or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Dyrrn fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Dyrrn has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Dyrrn regains 20 hit points at the start of its turn. If Dyrrn takes radiant damage, this trait doesn't function at the start of its next turn. Dyrrn dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Teleport</name>
      <text>As a bonus action, Dyrrn can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Dyrrn makes one Tentacle Whip attack and uses its Corruption once. Dyrrn can replace its Tentacle Whip attack with Extract Brain if it has a creature grappled.</text>
      </action>
    <action>
        <name>Tentacle Whip</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 23), pulled into an unoccupied space within 5 feet of Dyrrn, and must succeed on a DC 23 Intelligence saving throw or be stunned until this grapple ends. Dyrrn can't use the same tentacle whip on another target until this grapple ends. Dyrrn has two tentacle whips.</text>
      <attack>Tentacle Whip|+15|3d10+8</attack>
      </action>
    <action>
        <name>Corruption</name>
      <text>Dyrrn targets one creature it can see within 60 feet of it. The target must succeed on a DC 23 Constitution saving throw or take 22 (4d6 + 8) necrotic damage and become corrupted for 1 minute.</text>
      <attack>Corruption||4d6+8</attack>
      <text>A corrupted creature's flesh twists in alien ways. The creature has disadvantage on attack rolls, its speed is reduced by half, and if it tries to cast a spell, it must first succeed on a DC 15 Intelligence check or the spell fails and is wasted. The corrupted creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one incapacitated creature grappled by Dyrrn. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, Dyrrn kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+15|10d10</attack>
      </action>
    <legendary>
        <text>Dyrrn can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Dyrrn regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tentacle Whip</name>
      <text>Dyrrn makes one attack with its Tentacle Whip.</text>
      </legendary>
    <legendary>
        <name>Spawn Aberration (Costs 2 Actions)</name>
      <text>Dyrrn regurgitates an intellect devourer in an unoccupied space within 5 feet of it. The intellect devourer is under Dyrrn's control and acts immediately after Dyrrn in the initiative order.</text>
      </legendary>
    <legendary>
        <name>Mind Blast (Costs 3 Actions)</name>
      <text>Dyrrn magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 23 Intelligence saving throw or take 30 (5d8 + 8) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>While within the Palace of Sinew, Dyrrn can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), Dyrrn can take a lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</text>
      <text>• Dyrrn uses its Corruption action.</text>
      <text>• A 30-foot-square area of ground within 120 feet of Dyrrn sprouts tentacles until initiative count 20 on the next round. Any creature that starts or ends its turn in the area must succeed on a DC 23 Strength saving throw or be restrained. A creature can escape the tentacles with a successful DC 23 Strength (Athletics) or Dexterity (Acrobatics) check as an action.</text>
      <text>• Each creature of Dyrrn's choice that it can see within 120 feet of it must succeed on a DC 23 Wisdom saving throw or take 26 (4d12) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence score is reduced to 0. The reduction lasts until the target finishes a short or long rest.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A region containing a passage to Dyrrn's lair is warped in one or more of these ways:</text>
      <text>• Plants and animals raised within 2 mile of the passage have twisted, aberrant forms. Use the Daelkyr Modifications table for inspiration.</text>
      <text>• Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the passage, that creature must succeed on a DC 22 Wisdom saving throw or descend into a type of madness (see "Madness of Dyrrn" below). A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Dyrrn dies, these effects fade away after 1d10 days.</text>
      </legendary>
    <description>Twisting Flesh and Thought. The mind flayers of Eberron know Dyrrn as the Overmind, and it serves as the cornerstone of their collective consciousness. Of all the daelkyr, the Corruptor is the most adept at twisting minds and bodies to create monsters. It was Dyrrn who turned goblinoid prisoners into the first dolgaunts and dolgrims, creating the legions that would savage the nations of Khorvaire. Dyrrn is also a prolific creator of symbionts—treasures that tempt people to bind alien entities to their flesh.
Dyrrn's Cults. Dyrrn's lair touches the Eldeen Reaches, and the druids of the Towering Wood are always watching for Dyrrn's influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr's realm below their halls, and Dyrrn's cults have spread from there.
Mind flayers often work with Dyrrn's cults, many of which are obsessed with evolution—through the use of symbionts or by becoming an aberration. Those who worship the Stealer of Thoughts believe that Dyrrn will consume all sentient beings, except for its servants.
Dyrrn most often appears as a tall humanoid male with pale skin, clad in a heavy cassock of interwoven black leather that slithers unsettlingly around the daelkyr's form. Dyrrn can extend tentacles from its body, using them to extract the brains of others.
Dyrrn's Lair
Dyrrn makes its lair in the Palace of Sinew, a horrid site shaped from the leftover flesh and bones of the daelkyr's sculpting. The walls of the palace undulate as air flows through them, as if the space were breathing.
Madness of Dyrrn
If a creature goes mad in Dyrrn's lair or while it can see the daelkyr, it gains a form of indefinite madness. Roll on the Madness of Dyrrn table to determine the nature of this madness, which takes the form of a character flaw that lasts until cured. Chapter 8 of the Dungeon Master's Guide has more information on madness.
Madness of Dyrrn
d6 | Flaw (lasts until cured)
1 | "There's an illithid parasite living in my brain!"
2 | "I can feel myself evolving into an aberration."
3 | "Aberrations are the only natural things."
4 | "A part of me has become a conscious entity."
5 | "My opponents must bow down to a mind flayer!"
6 | "Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!"

Source: Eberron: Rising from the Last War p. 288</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Expeditious Messenger</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>13</ac>
    <hp>7 (2d4+2)</hp>
    <speed>walk 25 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>13</con>
    <int>8</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Acrobatics +5, Stealth +5</skill>
    <passive>11</passive>
    <languages>one language spoken by its creator</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The messenger doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Telepathic Bond</name>
      <text>While the messenger is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <description>Constructed Nature. A homunculus doesn't require air, food, drink, or sleep.
A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.
Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual.
Source: Eberron: Rising from the Last War p. 293</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fastieth</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 50 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>10</con>
    <int>4</int>
    <wis>11</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Quickness (Recharge 5-6)</name>
      <text>The fastieth can take the Dodge action as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <description>Dinosaurs are widespread on Eberron, particularly in Q'barra, the Talenta Plains, Xen'drik, and Argonnessen. Smaller dinosaurs are the rule in Q'barra and the Talenta Plains, including varieties commonly used by Talenta halflings as mounts.
Source: Eberron: Rising from the Last War p. 289</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Garra</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Any Chaotic Alignment</alignment>
    <ac>12 (hide armor)</ac>
    <hp>30 (4d10+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>14</con>
    <int>7</int>
    <wis>9</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>Common, Giant</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Battleaxe</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.</text>
      <attack>Battleaxe|+5|2d8+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|2d6+3</attack>
      </action>
    <description>
Source: Eberron: Rising from the Last War p. 272</description>
    <environment>underdark, mountain, forest, hill, urban, desert, arctic</environment>
    </monster>
  <monster>
      <name>Hashalaq Quori</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>14</dex>
    <con>13</con>
    <int>18</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Wis +7, Cha +8</save>
    <skill>Arcana +12, History +12, Insight +11, Persuasion +8</skill>
    <passive>13</passive>
    <languages>Common, Quori</languages>
    <cr>9</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The quori uses its Mind Thrust twice.</text>
      </action>
    <action>
        <name>Idyllic Touch</name>
      <text>Melee Spell Attack: +8 to hit, reach 5 ft., one target. 9 (1d10 + 4) force damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or fall prone in a fit of laughter.</text>
      <attack>Idyllic Touch|+8|1d10+4</attack>
      </action>
    <action>
        <name>Mind Thrust</name>
      <text>The quori targets a creature it can see within 60 feet of it. The target must make a DC 16 Wisdom saving throw, taking 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Mind Thrust||4d8</attack>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 16 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <reaction>
        <name>Empathic Feedback</name>
      <text>When the quori takes damage from a creature it can see within 60 feet of it, the quori can force that creature to succeed on a DC 16 Intelligence saving throw or take 11 (2d10) psychic damage.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The quori's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
      <text>At will: charm person</text>
      <text>1/day: dominate person, dream</text>
      <text>3/day each: detect thoughts, disguise self, suggestion</text>
      </trait>
    <spells>charm person, dominate person, dream, detect thoughts, disguise self, suggestion</spells>
    <description>Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 305</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Homunculus Servant</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Any alignment</alignment>
    <ac>13 (natural armor)</ac>
    <hp>1</hp>
    <speed>walk 20 ft., fly 30 ft.</speed>
    <str>4</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +0, Stealth +2</skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
      </trait>
    <trait>
        <name>Might of the Master</name>
      <text>The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).</text>
      </trait>
    <action>
        <name>Force Strike</name>
      <text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 30 ft., one target you can see. 1d4 + PB force damage.</text>
      </action>
    <reaction>
        <name>Channel Magic</name>
      <text>The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.</text>
      </reaction>
    <description>
Source: Eberron: Rising from the Last War p. 62</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Inspired</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>10</con>
    <int>16</int>
    <wis>10</wis>
    <cha>16</cha>
    <save>Int +5, Wis +2</save>
    <skill>Deception +7, Insight +2, Persuasion +7</skill>
    <passive>10</passive>
    <languages>Common, Quori</languages>
    <cr>2</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Dual Mind</name>
      <text>The Inspired has advantage on Wisdom saving throws.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Inspired makes two crysteel dagger attacks. It can replace one attack with vicious mockery.</text>
      </action>
    <action>
        <name>Crysteel Dagger</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage plus 10 (3d6) force damage.</text>
      <attack>Crysteel Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Vicious Mockery (Cantrip)</name>
      <text>The Inspired unleashes a string of insults laced with subtle enchantments at one creature it can see within 60 feet of it. If the target can hear the Inspired, the target must succeed on a DC 13 Wisdom saving throw or take 2 (1d4) psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.</text>
      <attack>Vicious Mockery (Cantrip)||1d4</attack>
      </action>
    <action>
        <name>Variant: Quori Vessel</name>
      <text>The Inspired are vessels for quori spirits, allowing the quori to manifest a portion of their power while the vessel is possessed. An Inspired can gain benefits depending on the type of quori possessing it. The quori also gains access to the Inspired's knowledge and features.</text>
      <text>Hashalaq. </text>
      <text>Suggestion (3/Day). The Inspired can cast the suggestion spell (spell save DC 13), requiring no material components.</text>
      <text>Kalaraq. </text>
      <text>All Around Vision. The Inspired can't be surprised.</text>
      <text>Arcane Eye (3/Day). The Inspired can cast the arcane eye spell, requiring no material components.</text>
      <text>Tsucora. </text>
      <text>Fear (1/Day). The Inspired can cast the fear spell (spell save DC 13), requiring no material components.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The Inspired's spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: mage hand, vicious mockery (see "Actions" below)</text>
      <text>1/day each: charm person, dissonant whispers, hex, hold person, mage armor</text>
      </trait>
    <spells>mage hand, vicious mockery, charm person, dissonant whispers, hex, hold person, mage armor</spells>
    <description>The rulers of distant Sarlona are known as the Inspired. These noble families are said to be bound to celestial spirits that guide and empower them, but the truth is far darker. The Inspired are the mortal hosts of the nightmare spirits of Dal Quor, and they carry out the foul agenda of the Dreaming Dark.
Any humanoid who can dream can volunteer to serve as a quori vessel. But the Inspired of Sarlona are humans bred to be such vessels. They have no choice in this destiny, since they can't resist quori possession. Physically, Inspired resemble the kalashtar, possessing an almost supernatural beauty.
Most of the people of the Five Nations have heard of the Inspired lords in Riedra—never realizing that Inspired are spread throughout Khorvaire as well. Beggars and generals, mayors and merchants might all be secret servants of the Dreaming Dark. Such Inspired have to willingly accept quori possession, but the Dreaming Dark has long experience in weaving dreams that can convince mortals to surrender their bodies.
Source: Eberron: Rising from the Last War p. 294</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Iron Defender</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 40 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>16</con>
    <int>8</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +4, Stealth +4</skill>
    <passive>13</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Senses</name>
      <text>The defender has advantage on Wisdom (Perception) checks.</text>
      </trait>
    <trait>
        <name>Telepathic Bond</name>
      <text>While the defender is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or take an extra 3 (1d6) piercing damage and be grappled (escape DC 13). The defender can have only one creature grappled in this way at a time.</text>
      <attack>Bite|+5|1d6+3</attack>
      <attack>Bite||1d6</attack>
      </action>
    <description>Constructed Nature. A homunculus doesn't require air, food, drink, or sleep.
A homunculus is a construct servant created for certain tasks. Artificers and wizards are responsible for most of the homunculi in existence.
Each kind of homunculus has a body constructed from different kinds of materials, including clay, iron, and bits of hair and feathers. The process that creates a homunculus sees those materials mixed with the creator's blood and animated through an extended magical ritual.
Source: Eberron: Rising from the Last War p. 293</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kalaraq Quori</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>161 (19d8+76)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>12</str>
    <dex>21</dex>
    <con>18</con>
    <int>23</int>
    <wis>24</wis>
    <cha>25</cha>
    <save>Int +12, Wis +13, Cha +13</save>
    <skill>Deception +13, Perception +13, Persuasion +13</skill>
    <passive>23</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>19</cr>
    <resist>cold, necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, exhaustion, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>All-Around Vision</name>
      <text>The quori can't be surprised while it isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The quori can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The quori has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The quori makes two Soul Binding attacks. Alternatively, it can make four attacks with Arcane Blast.</text>
      </action>
    <action>
        <name>Arcane Blast</name>
      <text>Ranged Spell Attack: +13 to hit, range 120 ft., one target. 12 (1d10 + 7) force damage.</text>
      <attack>Arcane Blast|+13|1d10+7</attack>
      </action>
    <action>
        <name>Soul Binding</name>
      <text>Melee Spell Attack: +13 to hit, reach 5 ft., one target. 29 (4d10 + 7) necrotic damage. A creature reduced to 0 hit points from this attack dies and has its soul imprisoned in one of the quori's eyes. The target can't be revived by any means short of a wish spell until the quori is destroyed.</text>
      <attack>Soul Binding|+13|4d10+7</attack>
      </action>
    <action>
        <name>Mind Seed (1/Day)</name>
      <text>The quori touches one humanoid, which must succeed on a DC 21 Intelligence saving throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.</text>
      <text>The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell can free the thrall from this control.</text>
      </action>
    <action>
        <name>Swarm of Eyes (Recharge 6)</name>
      <text>The quori creates a swarm of spectral eyes that fills a 30-foot-radius sphere centered on a point it can see within 60 feet of it. Each creature in that area must make a DC 21 Wisdom saving throw. On a failure, a creature takes 45 (10d8) psychic damage, and it is blinded for 1 minute. On a success, a creature takes half as much damage and isn't blinded. A blinded creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Swarm of Eyes (Recharge 6)||10d8</attack>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 21 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The quori's spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: arcane eye</text>
      <text>3/day each: clairvoyance, confusion, dream, eyebite</text>
      </trait>
    <spells>arcane eye, clairvoyance, confusion, dream, eyebite</spells>
    <description>Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 306</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kalashtar</name>
    <size>M</size>
    <type>humanoid (kalashtar)</type>
    <alignment>Any alignment</alignment>
    <ac>12</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>14</dex>
    <con>12</con>
    <int>13</int>
    <wis>15</wis>
    <cha>15</cha>
    <save></save>
    <skill>Acrobatics +4, Insight +4, Persuasion +6</skill>
    <passive>12</passive>
    <languages>Common, telepathy 20 ft.</languages>
    <cr>1/4</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dual Mind</name>
      <text>The kalashtar has advantage on Wisdom saving throws.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Mind Thrust</name>
      <text>The kalashtar targets a creature it can see within 30 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 11 (2d10) psychic damage.</text>
      <attack>Mind Thrust||2d10</attack>
      </action>
    <description>The kalashtar have bonded with good-aligned quori spirits, which communicate with their hosts through dreams and visions. Descended from monks who offered their bodies as sanctuaries to those quori escaping the evil of Dal Quor, the kalashtar now fight to herald in a new age of light and balance.
Source: Eberron: Rising from the Last War p. 317</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Karrnathi Undead Soldier</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>16</con>
    <int>12</int>
    <wis>13</wis>
    <cha>5</cha>
    <save></save>
    <skill>Athletics +5, Perception +3</skill>
    <passive>13</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist>cold, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The soldier has advantage on an attack roll against a creature if at least one of the soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the soldier to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the soldier drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The soldier attacks three times with one of its weapons.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The soldier adds 3 to its AC against one melee attack that would hit it. To do so, the soldier must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Undead soldiers form the elite core of the army of Karrnath. Fearless and tireless, they are a terrifying sight on the battlefield. With the end of the Last War, most Karrnathi undead have been sealed in vaults below the city of Atur. However, the Karrnathi army keeps numerous undead in its service, while others have been commandeered by the malevolent Order of the Emerald Claw.
The Odakyr Rites. The nation of Karrnath has a proud martial heritage, and its soldiers are unmatched in discipline. But in the early years of the Last War, Karrnath was crippled by famine and plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead.
Initially, those skeletons and zombies required constant control and served as cannon fodder. Over decades, a high priest named Malevanor worked with the necromancers of the Blood of Vol to develop the Odakyr Rites, which grant Karrnathi undead the ability to make tactical decisions and operate without direct guidance.
The Odakyr Rites work only when performed on the remains of a soldier slain in battle, and only in manifest zones tied to the plane of Mabar. The most significant such zones in Karrnath exist in the cities of Atur and Odakyr (now called Fort Bones). The number of Karrnathi undead soldiers steadily increased over the course of the war, with the losses of Karrnath's living troops offset by the recovery and raising of their remains.
Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath. However, many Karrns fear that the undead are vessels for a darker power—and that Lady Illmarrow or someone else will turn the undead against the living.
Intelligent and Inhuman. Karrnathi undead bear little resemblance to the people they were in life. These undead are content to stand motionless and silent for days. They show no emotion, and certainly no mercy or compassion. Undead soldiers kill any opposing forces—including civilians among those forces—unless given explicit instructions to the contrary.
A few exceptional Karrnathi undead retain their individuality and the memories of their former lives. Such undead are often found as champions of the Blood of Vol or agents of the Order of the Emerald Claw.
Undead Nature. A Karrnathi undead soldier doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 295</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lady Illmarrow</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>199 (21d8+105)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>20</con>
    <int>27</int>
    <wis>21</wis>
    <cha>24</cha>
    <save>Con +12, Int +15, Wis +12</save>
    <skill>Arcana +15, History +15, Insight +12, Perception +12</skill>
    <passive>22</passive>
    <languages>Common, Draconic, Elvish</languages>
    <cr>22</cr>
    <resist>cold, lightning</resist>
    <immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Illmarrow fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Illmarrow has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>Illmarrow's body turns to dust when she drops to 0 hit points, and her equipment is left behind. She gains a new body after 1d10 days, regaining all her hit points and becoming active again. The new body appears within two hundred miles of the location at which she was destroyed.</text>
      </trait>
    <action>
        <name>Chill Touch (Cantrip)</name>
      <text>Ranged Spell Attack: +15 to hit, range 120 ft., one creature. 18 (4d8) necrotic damage, and the target can't regain hit points until the start of Illmarrow's next turn. If the target is undead, it also has disadvantage on attack rolls against Illmarrow until the end of her next turn.</text>
      <attack>Chill Touch (Cantrip)|+15|4d8</attack>
      </action>
    <action>
        <name>Paralyzing Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 13 (3d6 + 3) slashing damage plus 10 (3d6) cold damage, and the target must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Paralyzing Claw|+10|3d6+3</attack>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>Illmarrow exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 20 Constitution saving throw. On a failed save, a creature takes 35 (10d6) poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can't regain hit points. On a successful save, the creature takes half as much damage and isn't poisoned.</text>
      <attack>Poison Breath (Recharge 5-6)||10d6</attack>
      <text>A humanoid reduced to 0 hit points by this damage dies and rises at the start of Illmarrow's next turn as a zombie. The zombie acts immediately after Illmarrow in the initiative count and is permanently under her command, following her verbal orders.</text>
      </action>
    <legendary>
        <text>Lady can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lady regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>Illmarrow casts a cantrip.</text>
      </legendary>
    <legendary>
        <name>Paralyzing Claw</name>
      <text>Illmarrow uses her Paralyzing Claw.</text>
      </legendary>
    <legendary>
        <name>Frightening Presence (Costs 2 Actions)</name>
      <text>Illmarrow targets up to three creatures she can see within 30 feet of her. Each target must succeed on a DC 20 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to Illmarrow's Frightening Presence for the next 24 hours.</text>
      </legendary>
    <legendary>
        <name>Poison Breath (Costs 3 Actions)</name>
      <text>Illmarrow recharges her Poison Breath and uses it.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Illmarrow is a 20th-level spellcaster. Her spellcasting ability is Intelligence (spell save DC 23, +15 to hit with spell attacks). Illmarrow has the following wizard spells prepared:</text>
      <text>Cantrips (at will): chill touch (see "Actions" below), fire bolt, mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): magic missile, shield, sleep</text>
      <text>• 2nd level (3 slots): blur, detect thoughts, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, counterspell, fireball, fly, lightning bolt</text>
      <text>• 4th level (3 slots): blight, confusion, polymorph</text>
      <text>• 5th level (3 slots): cloudkill, cone of cold, hold monster, scrying</text>
      <text>• 6th level (2 slots): chain lightning, circle of death, create undead, scrying</text>
      <text>• 7th level (2 slots): finger of death, forcecage, prismatic spray</text>
      <text>• 8th level (1 slots): incendiary cloud, maze</text>
      <text>• 9th level (1 slots): power word kill, time stop</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
    <spells>chill touch, fire bolt, mage hand, prestidigitation, ray of frost, magic missile, shield, sleep, blur, detect thoughts, mirror image, animate dead, counterspell, fireball, fly, lightning bolt, blight, confusion, polymorph, cloudkill, cone of cold, hold monster, scrying, chain lightning, circle of death, create undead, scrying, finger of death, forcecage, prismatic spray, incendiary cloud, maze, power word kill, time stop</spells>
    <description>Lady Illmarrow is a legend—an ancient lich said to dwell in a castle of bone and ice in the coldest regions of the Lhazaar Principalities. Some stories say that she is served by a legion of undead and that she maintains a court of vampires and ghosts in her palace of ice. Other tales claim that when anyone dies in Lhazaar, Illmarrow chooses whether to take their soul before it passes on to the Keeper and Dolurrh.
But Lady Illmarrow is no folk tale. She is the greatest necromancer in Eberron, and after centuries of silence, she is setting ancient plots into motion at last. She is the power behind the Order of the Emerald Claw, but her motives for founding the order are buried in her past. Lady Illmarrow has no interest in ruling the living. Rather, she seeks to become Queen of the Dead.
The Mark of Death. Illmarrow is a fiefdom on the isle of Farlnen—home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow's roots extend far beyond her island domain.
Long ago, it was revealed that the elven line of Vol—a house that practiced the art of necromancy and bore the Dragonmark of Death—was engaged in secret blood rites with a clan of dragons. The discovery of this pact triggered an unprecedented alliance between the Sibling Kings of Aerenal and the dragons of Argonnessen. The Sibling Kings proclaimed that House Vol would be exterminated to the last member, and the Mark of Death would be eliminated from the world.
The line of Vol had long been rivals of the Undying Court, and many whisper even today that the attack on House Vol was nothing more than an excuse to eliminate a political rival. But others believe that what the Undying Court truly feared was a path shown in the Draconic Prophecy—that a child born of dragon and elf could become a godlike avatar of death.
Illmarrow Rises. Even as dragons and elves fought to destroy the line of Vol, a child was born to the house: Erandis. A scion of elf and dragon, Erandis bore a Mark of Death unlike any other. In time, it might have been her gateway to immortality and unrivaled power, but she was hunted down and killed long before she could master the mark's magic. Her mother, Minara Vol, escaped with her daughter's body to the icy reaches of Farlnen, far from the conflict. There, Minara unleashed all her necromantic power to raise Erandis as a lich.
As an undead being, Erandis lost the use of her dragonmark. Thus, when the diviners of Aerenal asked if the line of Vol had been exterminated and the Mark of Death destroyed, they received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of Death.
Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter's phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she is destroyed. Thus, even Erandis herself doesn't know the location or form of her phylactery.
Restoring the Mark. Though she takes great pleasure in fighting the dragons and elves who destroyed her ancestors, Lady Illmarrow has a more important goal: restoring her dragonmark and unlocking godlike powers. The agents of the Emerald Claw who serve her fight either for the good of Karrnath or for personal gain, but Illmarrow cares for nothing except increasing her necromantic knowledge and finding a way to restore her lost mark.
Lady Illmarrow and the Blood of Vol. 
------
The Blood of Vol and Lady Illmarrow are both legacies of the line of Vol, but they aren't one and the same. As far as the world knows, the line of Vol was exterminated. Followers of the Blood of Vol who have heard of Lady Illmarrow believe that she's a champion of their faith, but they don't worship or serve her. And the powers of priests of the Blood of Vol don't come from Lady Illmarrow.
------
Source: Eberron: Rising from the Last War p. 296</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Living Burning Hands</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>15 (2d8+6)</hp>
    <speed>walk 25 ft., fly 25 ft.</speed>
    <str>10</str>
    <dex>12</dex>
    <con>16</con>
    <int>3</int>
    <wis>6</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The living spell has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Magical Strike</name>
      <text>Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) fire damage.</text>
      <attack>Magical Strike|+5|1d6+3</attack>
      </action>
    <action>
        <name>Spell Mimicry (Recharge 5-6)</name>
      <text>The living spell unleashes a thin sheet of flames in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Spell Mimicry (Recharge 5-6)||3d6</attack>
      </action>
    <description>Constructed Nature. A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Living Spell Customization
Spell Level | Stat Block to Customize
1–2 | Living burning hands
3–4 | Living lightning bolt
5 | Living cloudkill

Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 298</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Living Cloudkill</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>73 (7d10+35)</hp>
    <speed>walk 25 ft., fly 25 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>20</con>
    <int>3</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The living spell has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The living spell makes two Magical Strike attacks.</text>
      </action>
    <action>
        <name>Magical Strike</name>
      <text>Melee Spell Attack: +8 to hit, reach 10 ft., one target. 22 (5d6 + 5) poison damage.</text>
      <attack>Magical Strike|+8|5d6+5</attack>
      </action>
    <action>
        <name>Spell Mimicry (Recharge 5-6)</name>
      <text>The living spell creates a 40-foot-diameter sphere of fog within 60 feet of it (the fog spreads around corners). When a creature enters the fog for the first time on a turn or starts its turn there, it must make a DC 16 Constitution saving throw, taking 22 (5d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Spell Mimicry (Recharge 5-6)||5d8</attack>
      <text>The fog moves 10 feet away from the living spell at the start of each of its turns, rolling along the ground and through openings. The fog lasts for 10 minutes or until the living spell's concentration ends (as if concentrating on a spell).</text>
      </action>
    <description>Constructed Nature. A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Living Spell Customization
Spell Level | Stat Block to Customize
1–2 | Living burning hands
3–4 | Living lightning bolt
5 | Living cloudkill

Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 299</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Living Lightning Bolt</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>57 (6d10+24)</hp>
    <speed>walk 25 ft., fly 25 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>18</con>
    <int>3</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The living spell can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The living spell has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The living spell makes two Magical Strike attacks.</text>
      </action>
    <action>
        <name>Magical Strike</name>
      <text>Melee Spell Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) lightning damage.</text>
      <attack>Magical Strike|+7|5d6+4</attack>
      </action>
    <action>
        <name>Spell Mimicry (Recharge 5-6)</name>
      <text>The living spell unleashes a stroke of lightning in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Spell Mimicry (Recharge 5-6)||8d6</attack>
      </action>
    <description>Constructed Nature. A living spell doesn't require air, food, drink, or sleep.
Of all the anomalies that emerged from the magical cataclysm that created the Mournland, the appearance of living spells might be the most mysterious. In some unknown fashion, the magical energy unleashed during the Last War caused spell effects to take on sentience. A living spell appears much like a normal spell effect, except that its magical energy endures indefinitely.
Living spells haunt the Mournland and other areas blasted by the Last War, somehow subsisting on ambient magical energy as they writhe and across the landscape. Though they have no need for sustenance, they attack any creatures they come into contact with, lashing out indiscriminately with their corrupted magic.
Customizing a Living Spell. Living spells come in many varieties; the stat blocks here are three examples. Living spells most often manifest from evocation and conjuration spells. To make a living spell from a different spell, choose a damage-dealing evocation or conjuration spell from the wizard spell list of up to 5th level. Then consult the Living Spell Customization table to see which stat block to customize, based on the chosen spell's level.
Living Spell Customization
Spell Level | Stat Block to Customize
1–2 | Living burning hands
3–4 | Living lightning bolt
5 | Living cloudkill

Now make the following changes to that stat block:
Damage Immunity. Replace the living spell's damage immunity with immunity to the type (or types) of damage dealt by the chosen spell.
Magical Strike. Replace the damage that Magical Strike deals with one type of damage dealt by the chosen spell.
Spell Mimicry. Replace the effect of Spell Mimicry with the effect of the chosen spell. If that spell requires a saving throw, use spell save DC from the replaced spell, and if the spell involves an attack roll, use the attack bonus from the living spell's Magical Strike.
For example, if you turn fireball (a 3rd-level spell) into a living spell, customize the living lightning bolt. The living fireball has immunity to fire damage, instead of lightning damage; deals fire damage with its Magical Strike; and replicates fireball with Spell Mimicry.
Source: Eberron: Rising from the Last War p. 299</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Magewright</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>11</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>10</con>
    <int>14</int>
    <wis>14</wis>
    <cha>12</cha>
    <save></save>
    <skill>Arcana +4</skill>
    <passive>12</passive>
    <languages>Common plus any two languages</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The magewright's spellcasting ability is Intelligence (spell save DC 12). To cast one of its rituals, the magewright must provide additional material components whose value in gold pieces is 20 times the spell's level. These components are consumed when the ritual is finished. The magewright knows the following spells:</text>
      <text>At will: mage hand, prestidigitation</text>
      </trait>
    <spells>mage hand, prestidigitation</spells>
    <description>In Khorvaire, magic is part of everyday life. A chef might use prestidigitation to heat and season food, while a blacksmith uses mending to perform minor repairs and guidance to help inspire their work. Those who work minor magic into their labors are called magewrights.
Far more limited in magical power than a typical spellcaster, a magewright is dedicated to learning a handful of spells, and magewrights cast their non-cantrip spells as rituals—even spells that can't normally be cast in this way. Most magewright rituals take 10 minutes to perform, but certain complex rituals can take up to 1 hour. However long the ritual takes, it requires extra material components, usually in the form of dragonshards.
Creating a Magewright. The magewright stat block provides the baseline statistics for a magewright. You then add to that baseline by choosing a specialty from the Magewright Specialties table, or roll for one. The specialty determines additional spells the magewright knows, including ones that can be cast only as rituals. The specialty also gives the magewright more proficiencies.
Magewright Specialties
d8 | Specialty | Spells | Proficiencies
1 | Artisan | Guidance, mending | One type of artisan's tools
2 | Entertainer | Minor illusion, thaumaturgy. Ritual only: disguise self. | Performance (+3)
3 | Healer | Resistance, spare the dying. Ritual only: detect poison and disease, lesser restoration (1 hour). | Medicine (+4), herbalism kit
4 | Lamplighter | Light. Ritual only: continual flame (1 hour). | Tinker's tools
5 | Locksmith | Mending. Ritual only: arcane lock (1 hour), knock. | Thieves' tools, tinker's tools
6 | Mediator | Guidance. Ritual only: comprehend languages, zone of truth. | Insight (+4), Persuasion (+3)
7 | Medium | Minor illusion. Ritual only: speak with dead. | Deception (+3), Religion (+4)
8 | Oracle | Guidance. Ritual only: augury, divination (1 hour). | History (+4), Religion (+4)

Source: Eberron: Rising from the Last War p. 318</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mordakhesh</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>170 (20d8+80)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>18</con>
    <int>15</int>
    <wis>17</wis>
    <cha>20</cha>
    <save>Str +10, Con +9, Wis +8, Cha +10</save>
    <skill>Athletics +10, Insight +8, Perception +8, Persuasion +10</skill>
    <passive>18</passive>
    <languages>Common, Infernal</languages>
    <cr>15</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune></immune>
    <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Limited Magic Immunity</name>
      <text>Mordakhesh can't be affected or detected by spells of 6th level or lower unless he wishes to be. Mordakhesh has advantage on saving throws against all other spells and magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Mordakhesh makes three greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 5 (1d10) force damage.</text>
      <attack>Greatsword|+10|2d6+5</attack>
      </action>
    <action>
        <name>Chromatic Orb</name>
      <text>Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 13 (3d8) damage of a type chosen by Mordakhesh: acid, cold, fire, lightning, poison, or thunder.</text>
      </action>
    <legendary>
        <text>Mordakhesh can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Mordakhesh regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Mordakhesh makes one weapon attack or casts chromatic orb.</text>
      </legendary>
    <legendary>
        <name>Chromatic Resistance</name>
      <text>Modakhesh gains resistance to one damage type of his choice—acid, cold, fire, lightning, poison, or thunder—until the start of his next turn.</text>
      </legendary>
    <legendary>
        <name>Warlord's Command (Costs 2 Actions)</name>
      <text>Mordakhesh targets up to two allies that he can see within 30 feet of him. If a target can see and hear him, the target can make one weapon attack as a reaction and gains advantage on the attack roll.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Mordakhesh's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Mordakhesh can innately cast the following spells, requiring no material components:</text>
      <text>At will: chromatic orb (see "Actions" below), detect thoughts, disguise self</text>
      <text>1/day each: banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing</text>
      </trait>
    <spells>chromatic orb, detect thoughts, disguise self, banishing smite, destructive wave, fly, mass suggestion, staggering smite, suggestion, true seeing</spells>
    <description>In the age when fiends and dragons waged war across Eberron, rakshasas served the fiendish lords as strategists and generals. A rakshasa named Mordakhesh rose up through the ranks to become one of the greatest commanders of his age, and a dragon-slaying specialist. For this, he earned the nickname Shadowsword, along with a legendary reputation for leaving death in his wake.
Mordakhesh serves as the prakhutu or "speaker" of his imprisoned master, Rak Tulkhesh, and he seeks to free his lord by bathing the world in blood. Like a spider with multiple webs, he has agents and pawns (which he calls his "claws") established in armies across Khorvaire. The most significant of those is the barbarian horde he amasses in the Demon Wastes—warriors who threaten to sweep into Aundair on a tide of blood.
Many of the horrors of the Last War were instigated—or at least encouraged—by Mordakhesh's operatives, and his claws are known to have perpetrated some of the most brutal massacres of that conflict. No one knows how far the Shadowsword's reach extends, or which commanders in the armies of Khorvaire serve him.
Source: Eberron: Rising from the Last War p. 301</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Radiant Idol</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>142 (15d10+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>18</dex>
    <con>19</con>
    <int>17</int>
    <wis>20</wis>
    <cha>21</cha>
    <save>Wis +9, Cha +9</save>
    <skill>Deception +9, Insight +9, Perception +9, Persuasion +9</skill>
    <passive>19</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>11</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Aura of False Divinity</name>
      <text>A creature that starts its turn within 30 feet of the radiant idol must make a DC 17 Wisdom saving throw, provided the radiant idol isn't incapacitated. On a failed save, the creature is charmed by the radiant idol. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, a creature is immune to this radiant idol's Aura of False Divinity for 24 hours.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The radiant idol has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The radiant idol makes two melee attacks.</text>
      </action>
    <action>
        <name>Flail</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage.</text>
      <attack>Flail|+10|1d8+6</attack>
      </action>
    <action>
        <name>Radiant Strike (1/Day)</name>
      <text>The radiant idol chooses a point on the ground it can see within 60 feet of it. A 30-foot-radius, 40-foot-high cylinder of bright light appears there until the start of the radiant idol's next turn. Each creature in the cylinder when it appears or that ends its turn there must make a DC 17 Constitution saving throw, taking 36 (8d8) radiant damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Radiant Strike (1/Day)||8d8</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The radiant idol's spellcasting ability is Charisma (spell save DC 17). The radiant idol can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, cure wounds, disguise self, thaumaturgy</text>
      <text>1/day each: commune, dominate person, insect plague, mass suggestion, raise dead</text>
      </trait>
    <spells>charm person, cure wounds, disguise self, thaumaturgy, commune, dominate person, insect plague, mass suggestion, raise dead</spells>
    <description>A radiant idol was an angel that was banished from the celestial realm of Syrania and cast down to the Material Plane. One sin led to their fall: the desire to be worshiped by mortals. Now in the mortal realm, most radiant idols gather cults of devoted followers.
Fallen Angels. The insatiable hunger to be adored can transform a fallen angel, physically and mentally. In its true form, a radiant idol appears to be a warped angel. It might have bloody stumps in place of its wings, or its wings could be weighted down with chains representing its pride. A radiant idol uses disguise self to hide its corruption, presenting an image of celestial glory.
The Weight of Corruption. When a radiant idol achieves a sizable following through silvered words and demonstrations of power, its facade begins to crack, and a downward spiral ensues. As the radiant idol sinks deeper into the realm of material power, it begins twisting its followers, leading them ever deeper into ominous ritualism, hedonistic folly, and fanatical doom.
Immortal Nature. A radiant idol doesn't require food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 308</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rak Tulkhesh</name>
    <size>H</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>23 (natural armor, 25 versus ranged attacks)</ac>
    <hp>478 (33d12+264)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>29</str>
    <dex>19</dex>
    <con>27</con>
    <int>21</int>
    <wis>22</wis>
    <cha>26</cha>
    <save>Str +17, Con +16, Wis +14, Cha +16</save>
    <skill>Athletics +17, Intimidation +16, Perception +14</skill>
    <passive>24</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>28</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Deadly Critical</name>
      <text>Rak Tulkhesh scores a critical hit on a roll of 19 or 20 and rolls the damage dice three times, instead of twice.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Rak Tulkhesh fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Rak Tulkhesh has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Whirlwind of Weapons</name>
      <text>A magical aura of weapons surrounds Rak Tulkhesh in a 10 foot radius. At the start of each of his turns, any other creature in the aura takes 14 (4d6) force damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Rak Tulkhesh makes four weapon attacks.</text>
      </action>
    <action>
        <name>Spawned Melee Weapon</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) force damage.</text>
      <attack>Spawned Melee Weapon|+17|3d12+9</attack>
      </action>
    <action>
        <name>Spawned Ranged Weapon</name>
      <text>Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. 17 (3d8 + 4) force damage.</text>
      <attack>Spawned Ranged Weapon|+12|3d8+4</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>Rak Tulkhesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than his own, or back into his true form. He reverts to his true form if he dies. Any equipment he is wearing or carrying is absorbed or borne by the new form (his choice).</text>
      <text>In a new form, Rak Tulkhesh retains his alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. His statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>Rak can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rak regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Rak Tulkhesh makes one weapon attack.</text>
      </legendary>
    <legendary>
        <name>End Magic (Costs 2 Actions)</name>
      <text>Rak Tulkhesh casts dispel magic.</text>
      </legendary>
    <legendary>
        <name>Provoke Rage (Costs 3 Actions)</name>
      <text>Each creature within 60 feet of Rak Tulkhesh must succeed on a DC 24 Wisdom saving throw or use its reaction to make a melee weapon attack against a random creature within reach. If no creatures are within reach, it makes a ranged weapon attack against a random creature within range, throwing its weapon if necessary. This attack is made with advantage and gains a +4 bonus to the damage roll.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Rak Tulkhesh's spellcasting ability is Charisma (spell save DC 24). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, dispel magic, spirit guardians</text>
      <text>1/day each: banishing smite, blinding smite, staggering smite</text>
      </trait>
    <spells>detect thoughts, dispel magic, spirit guardians, banishing smite, blinding smite, staggering smite</spells>
    <description>Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Source: Eberron: Rising from the Last War p. 303</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shifter</name>
    <size>M</size>
    <type>humanoid (shifter)</type>
    <alignment>Any alignment</alignment>
    <ac>14 (leather armor)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>11</int>
    <wis>15</wis>
    <cha>10</cha>
    <save></save>
    <skill>Acrobatics +5, Insight +4, Nature +2, Perception +4</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shifting (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the shifter takes on a more bestial form for 1 minute or until it dies. The shifter gains 5 temporary hit points. It can make a bite attack when it activates this trait and also as a bonus action on each of its turns while in its bestial form.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <description>Shifters are tied to primal spirits, which most of them refer to as the beast within. They are lithe of form and have bestial features: large eyes, flat noses, pointed ears, and light fur over much of their bodies. When a shifter fully embraces the beast within by "shifting," these features become even more pronounced.
Source: Eberron: Rising from the Last War p. 319</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Steel Defender</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Any alignment</alignment>
    <ac>15 (natural armor)</ac>
    <hp>2</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>12</dex>
    <con>14</con>
    <int>4</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Athletics +2, Perception +0</skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [ d8s] equal to your artificer level)</text>
      </trait>
    <trait>
        <name>Vigilant</name>
      <text>The defender can't be surprised.</text>
      </trait>
    <action>
        <name>Force-Empowered Rend</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. 1d8 + PB force damage.</text>
      </action>
    <action>
        <name>Repair (3/Day)</name>
      <text>The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.</text>
      </action>
    <reaction>
        <name>Deflect Attack</name>
      <text>The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.</text>
      </reaction>
    <description>
Source: Eberron: Rising from the Last War p. 61</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sul Khatesh</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>475 (50d10+200)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>18</str>
    <dex>21</dex>
    <con>19</con>
    <int>30</int>
    <wis>22</wis>
    <cha>25</cha>
    <save>Con +12, Int +18, Wis +14, Cha +15</save>
    <skill>Arcana +18, History +18, Insight +14, Religion +18</skill>
    <passive>16</passive>
    <languages>all, telepathy 150 ft.</languages>
    <cr>28</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Sul Khatesh fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Sul Khatesh has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Master of Magic</name>
      <text>Sul Khatesh has advantage on Constitution saving throws to maintain concentration.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Sul Khatesh makes four attacks with Arcane Blast.</text>
      </action>
    <action>
        <name>Arcane Blast</name>
      <text>Ranged Spell Attack: +18 to hit, range 120 ft., one target. 15 (1d10 + 10) force damage.</text>
      <attack>Arcane Blast|+18|1d10+10</attack>
      </action>
    <action>
        <name>Magic Staff</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 36 (5d12 + 4) force damage.</text>
      <attack>Magic Staff|+12|5d12+4</attack>
      </action>
    <action>
        <name>Arcane Cataclysm (Recharges after a Long Rest)</name>
      <text>Sul Khatesh conjures orbs of magical energy that plummet to the ground at three different points she can see within 1 mile of her. Each creature in a 40-foot-radius sphere centered on each point must make a DC 26 Dexterity saving throw, taking 71 (11d12) force damage on a failed save or half as much damage on a successful one. A creature in the area of more than one arcane burst is affected only once. The area of each arcane burst then acts as an antimagic field for 1 hour. Sul Khatesh and spells she casts are unaffected by these fields.</text>
      <attack>Arcane Cataclysm (Recharges after a Long Rest)||11d12</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>Sul Khatesh magically polymorphs into a humanoid, beast, or giant that has a challenge rating no higher than her own, or back into her true form. She reverts to her true form if she dies. Any equipment she is wearing or carrying is absorbed or borne by the new form (Sul Khatesh's choice).</text>
      <text>In a new form, Sul Khatesh retains her alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, and Intelligence, Wisdom, and Charisma scores, as well as this action. Her statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>Sul can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sul regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Sul Khatesh makes two attacks with her Arcane Blast or one attack with her magic staff.</text>
      </legendary>
    <legendary>
        <name>Consume Magic (Costs 2 Actions)</name>
      <text>Sul Khatesh targets a creature within 120 feet of her who is concentrating on a spell. The target must succeed on a DC 26 Constitution saving throw or its concentration is broken on the spell, and Sul Khatesh gains 5 temporary hit points per level of that spell.</text>
      </legendary>
    <legendary>
        <name>Maddening Secrets (Costs 3 Actions)</name>
      <text>Sul Khatesh whispers an arcane secret into the mind of a creature she can see within 60 feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A creature that fails the saving throw but can't expend a spell slot is instead stunned until the end of its next turn.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Sul Khatesh's spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield</text>
      <text>3/day each: chain lightning, create undead, dream, hold monster, mass suggestion, scrying</text>
      <text>1/day each: foresight, gate, power word kill, teleport</text>
      </trait>
    <spells>counterspell, detect magic, detect thoughts, dispel magic, eyebite, fireball, lightning bolt, shield, chain lightning, create undead, dream, hold monster, mass suggestion, scrying, foresight, gate, power word kill, teleport</spells>
    <description>Immortal Nature. An overlord doesn't require air, food, drink or sleep. It also can't die permanently. Upon its death, it reforms elsewhere in the multiverse and becomes active again at a time set by the DM.
In the first days of the world, the children of Khyber rose from the darkness to reign over Eberron. The greatest among them were the overlords, who held dominion over a world of fear, war, and death until the children of Eberron and Siberys rose up against them. Armies of dragons fought against the fiends of Khyber. And though the overlords couldn't be destroyed, the couatl sacrificed their lives to build a prison of celestial light: a silver flame that bound the overlords in Khyber once more. These bonds have held for countless generations, but the overlords still yearn to break free and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And as they grow stronger, they gain more influence.
Some thirty overlords are bound in Khyber. Two are described here: Rak Tulkhesh and Sul Khatesh, both of whom remain imprisoned and can't take physical form. The stat blocks provided here reflect the powers they would wield if they were ever unleashed upon the world.
Source: Eberron: Rising from the Last War p. 304</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tarkanan Assassin</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>10</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Athletics +3, Deception +2, Perception +4, Sleight of hand +5, Stealth +5</skill>
    <passive>14</passive>
    <languages>Common, Thieves' cant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Unstable Mark</name>
      <text>When the assassin casts an innate spell, each creature within 10 feet of the assassin must make a DC 12 Constitution saving throw, taking 4 (1d8) force damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The assassin makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Fire Bolt (Cantrip)</name>
      <text>Ranged Spell Attack: +4 to hit, range 120 ft., one target. 11 (2d10) fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.</text>
      <attack>Fire Bolt (Cantrip)|+4|2d10</attack>
      </action>
    <action>
        <name>Chromatic Orb (1/Day)</name>
      <text>Ranged Spell Attack: +4 to hit, range 90 ft., one creature. 18 (4d8) damage of a type chosen by the assassin: acid, cold, fire, lightning, poison, or thunder.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The assassin's spellcasting ability is Constitution (+4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: fire bolt</text>
      <text>1/day: chromatic orb</text>
      </trait>
    <spells>fire bolt, chromatic orb</spells>
    <description>Tarkanan assassins are the elite killers, spies, and thieves who work for House Tarkanan, a criminal organization specializing in theft and assassination. In addition to their deadly skill, a Tarkanan assassin possesses an aberrant dragonmark—a twisted sigil that provides them with magical power. House Tarkanan actively seeks and recruits people with aberrant dragonmarks.
Aberrant Dragonmark Innate Spells. 
------
The power granted by an aberrant dragonmark is unpredictable. When running a Tarkanan assassin, you can roll on the Aberrant Dragonmark Innate Spells table to determine the spells gained from that NPC's aberrant mark, replacing the spells in the stat block's Innate Spellcasting trait.
d6 | At Will | 1/Day
1 | Fire bolt (2d10) | Burning hands (3d6)
2 | Shocking grasp (2d8) | Chromatic orb (4d8)
3 | Poison spray (2d12) | Ray of sickness (3d8)
4 | Friends | Charm person (two creatures)
5 | Minor illusion | Thunderwave (2d8)
6 | Dancing lights | Sleep (7d8)

------
Source: Eberron: Rising from the Last War p. 320</description>
    <environment></environment>
    </monster>
  <monster>
      <name>The Lord of Blades</name>
    <size>M</size>
    <type>humanoid (warforged)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>195 (23d8+92)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>18</con>
    <int>19</int>
    <wis>17</wis>
    <cha>18</cha>
    <save>Str +11, Con +10, Int +10, Wis +9</save>
    <skill>Arcana +10, Athletics +11, History +10, Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Draconic, Dwarvish, Elvish</languages>
    <cr>18</cr>
    <resist>necrotic, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Adamantine Plating</name>
      <text>Any critical hit against the Lord of Blades becomes a normal hit.</text>
      </trait>
    <trait>
        <name>Bladed Armor</name>
      <text>A creature that grapples the Lord of Blades or is grappled by him takes 13 (3d8) slashing damage. A creature takes 13 (3d8) slashing damage if it starts its turn grappling or being grappled by the Lord of Blades.</text>
      </trait>
    <trait>
        <name>Charge</name>
      <text>If the Lord of Blades moves at least 10 feet straight toward a target and then hits it with his adamantine sixblade on the same turn, the target takes an extra 11 (2d10) slashing damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
      </trait>
    <trait>
        <name>Warforged Resilience</name>
      <text>The Lord of Blades has advantage on saving throws against being poisoned, is immune to disease, and magic can't put him to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Lord of Blades makes three attacks: two with his adamantine sixblade and one with his bladed wings.</text>
      </action>
    <action>
        <name>Adamantine Sixblade</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 21 (3d10 + 5) slashing damage plus 7 (2d6) force damage.</text>
      <attack>Adamantine Sixblade|+11|3d10+5</attack>
      </action>
    <action>
        <name>Bladed Wings</name>
      <text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d6 + 5) slashing damage.</text>
      <attack>Bladed Wings|+11|1d6+5</attack>
      </action>
    <action>
        <name>Fire Bolt (Cantrip)</name>
      <text>Ranged Spell Attack: +10 to hit, range 120 ft., one target. 22 (4d10) fire damage.</text>
      <attack>Fire Bolt (Cantrip)|+10|4d10</attack>
      </action>
    <legendary>
        <text>The can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The Lord of Blades makes one weapon attack.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>The Lord of Blades casts one of his cantrips.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 2 Actions)</name>
      <text>The Lord of Blades casts a spell of 2nd level or lower from his spell list that takes 1 action to cast.</text>
      </legendary>
    <legendary>
        <name>Blade Dash (Costs 3 Actions)</name>
      <text>The Lord of Blades moves up to his speed without provoking opportunity attacks, then makes one attack with his adamantine sixblade. He can make one bladed wings attack against each creature he moves past.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The Lord of Blades is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). He has the following artificer spells prepared:</text>
      <text>Cantrips (at will): fire bolt (see "Actions" below), mage hand, mending, prestidigitation</text>
      <text>• 1st level (4 slots): expeditious retreat, sanctuary, thunderwave</text>
      <text>• 2nd level (3 slots): blur, heat metal, scorching ray, see invisibility</text>
      <text>• 3rd level (3 slots): dispel magic, fly, haste</text>
      <text>• 4th level (3 slots): freedom of movement, Mordenkainen's faithful hound</text>
      <text>• 5th level (2 slots): animate objects, wall of force</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>fire bolt, mage hand, mending, prestidigitation, expeditious retreat, sanctuary, thunderwave, blur, heat metal, scorching ray, see invisibility, dispel magic, fly, haste, freedom of movement, Mordenkainen's faithful hound, animate objects, wall of force</spells>
    <description>The Lord of Blades is a warforged warlord who has broken all ties with his former masters. He has established a nation for his people deep in the Mournland, centered in a great fortress where warforged from all over Khorvaire can come and feel a sense of belonging. No one knows what the Lord of Blades plans for his followers, but many fear that he intends to build a legion of warforged zealots, primed to march from the Mournland to unleash destruction on their former masters.
Some tales assert that the Lord of Blades led the warforged armies of Cyre in the Last War. Others cast him as a newer warforged, perhaps the last to come out of the Cannith creation forges before the Thronehold Accords led to their dismantling. One story claims the Lord of Blades caused the destruction of Cyre and warns that he plans to repeat the Day of Mourning in each of the remaining Five Nations. Whatever the truth, he has become a beacon for warforged everywhere.
Warforged Nature. The Lord of Blades doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 300</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tsucora Quori</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>68 (8d8+32)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>14</dex>
    <con>18</con>
    <int>14</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Wis +5, Cha +6</save>
    <skill>Insight +5, Perception +5</skill>
    <passive>15</passive>
    <languages>Common, Quori</languages>
    <cr>7</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The quori makes three attacks: one pincer attack, one attack with its claws, and one stinger attack.</text>
      </action>
    <action>
        <name>Pincer</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature. The quori has two pincers, each of which can grapple one target.</text>
      <attack>Pincer|+6|1d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (4d4 + 3) slashing damage.</text>
      <attack>Claws|+6|4d4+3</attack>
      </action>
    <action>
        <name>Stinger</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 8 (1d10 + 3) piercing damage plus 10 (3d6) psychic damage, and the target must succeed on a DC 14 Wisdom saving throw or be frightened of the quori for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Stinger|+6|1d10+3</attack>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that the quori can see within 5 feet of it must succeed on a DC 14 Charisma saving throw or be possessed by the quori; the quori then disappears, and the target is incapacitated and loses control of its body. The quori now controls the body but doesn't deprive the target of awareness. The quori can't be targeted by any attack, spell, or other effect, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, the quori ends it as a bonus action, or the quori is forced out by an effect like the dispel evil and good spell. When the possession ends, the quori reappears in an unoccupied space within 5 feet of the body. The target is immune to this quori's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The quori's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components:</text>
      <text>At will: charm person</text>
      <text>1/day: fear</text>
      </trait>
    <spells>charm person, fear</spells>
    <description>Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations that are the embodiments of dreams and nightmares—the quori. Because it is difficult for anything to physically travel to or from Dal Quor, quori in Eberron are typically encountered while possessing a host body. The Inspired are the most common type of willing host for the quori and are described earlier in this chapter.
Source: Eberron: Rising from the Last War p. 307</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Undying Councilor</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>104 (16d8+32)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>14</con>
    <int>17</int>
    <wis>21</wis>
    <cha>16</cha>
    <save>Con +6, Int +7, Wis +9</save>
    <skill>Arcana +7, History +11, Insight +9, Perception +9, Religion +7</skill>
    <passive>19</passive>
    <languages>Common, Elvish</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>poison, radiant</immune>
    <vulnerable>necrotic</vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Aura of Radiance</name>
      <text>The councilor magically sheds bright light in a 15-foot radius and dim light for an additional 15 feet. The councilor can extinguish or restore this light as a bonus action. If the bright light overlaps with an area of darkness created by a spell of 3rd level or lower, the spell that created that darkness is dispelled.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The councilor has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The councilor makes two Radiant Touch attacks.</text>
      </action>
    <action>
        <name>Radiant Touch</name>
      <text>Melee Spell Attack: +9 to hit, reach 5 ft., one target. 15 (3d6 + 5) radiant damage.</text>
      <attack>Radiant Touch|+9|3d6+5</attack>
      </action>
    <action>
        <name>Healing Touch (3/Day)</name>
      <text>The councilor touches another creature. The target magically regains 18 (3d8 + 5) hit points and is freed from one curse afflicting it (councilor's choice).</text>
      </action>
    <action>
        <name>Flame Strike (5th-Level Spell; Requires a Spell Slot)</name>
      <text>The councilor chooses a point it can see within 60 feet of it. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on that point must make a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire damage and 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one. If the councilor casts this spell using a spell slot of 6th level or higher, the fire damage or the radiant damage (its choice) increases by 1d6 for each slot level above 5th.</text>
      <attack>Flame Strike (5th-Level Spell; Requires a Spell Slot)||4d6</attack>
      </action>
    <legendary>
        <text>The undead can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Touch</name>
      <text>The councilor makes one attack with its Radiant Touch.</text>
      </legendary>
    <legendary>
        <name>Shimmering Aura (Costs 2 Actions)</name>
      <text>The councilor channels positive energy into its Aura of Radiance. Until the end of the councilor's next turn, it sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Any creature that starts its turn in the bright light must succeed on a DC 17 Constitution saving throw or be blinded until the end of the councilor's next turn.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The councilor is a 13th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, mending, sacred flame, spare the dying, thaumaturgy</text>
      <text>• 1st level (4 slots): bless, command, create or destroy water</text>
      <text>• 2nd level (3 slots): augury, calm emotions, hold person</text>
      <text>• 3rd level (3 slots): daylight, dispel magic, spirit guardians</text>
      <text>• 4th level (3 slots): banishment, divination, guardian of faith</text>
      <text>• 5th level (2 slots): dispel evil and good, flame strike (see "Actions" below), scrying</text>
      <text>• 6th level (1 slots): forbiddance, planar ally</text>
      <text>• 7th level (1 slots): plane shift</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>guidance, mending, sacred flame, spare the dying, thaumaturgy, bless, command, create or destroy water, augury, calm emotions, hold person, daylight, dispel magic, spirit guardians, banishment, divination, guardian of faith, dispel evil and good, flame strike, scrying, forbiddance, planar ally, plane shift</spells>
    <description>The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.
Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The Face of Death. The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die.
The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.
The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court.
Undead Nature. An undying doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 311</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Undying Soldier</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Good</alignment>
    <ac>17 (breastplate, shield)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>14</con>
    <int>11</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill>Athletics +5, History +4, Perception +3, Religion +4</skill>
    <passive>13</passive>
    <languages>Common, Elvish</languages>
    <cr>2</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>poison</immune>
    <vulnerable>necrotic</vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>The soldier magically sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The soldier can extinguish or restore this light as a bonus action.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The soldier has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The soldier makes two spear attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 9 (2d8) radiant damage if the target is a fiend or undead.</text>
      <attack>Spear|+5|1d6+3</attack>
      </action>
    <description>The undying are undead creatures sustained by positive energy or the devotion of mortal beings. Where strong negative emotions can trap a spirit as a ghost or wraith, the undying are spirits who linger because they are cherished and who in turn seek to protect and guide the people of their community.
Though it's possible for undying to appear anywhere, it is rare for them to manifest naturally. The only place where they are found in significant numbers is the island of Aerenal, a land whose close ties to the plane of Irian suffuse it with positive energy. The elves of Aerenal spent thousands of years working to develop rituals that tap into this energy, allowing them to preserve their greatest citizens as undying.
The Face of Death. The light of Irian sustains the spirit, but it doesn't preserve the physical body. The undying appear as desiccated corpses, their flesh withering away over centuries. At the same time, the spirit of the undying surrounds the body—an aura of light forming a spectral shadow of the soul. The light shed by an undying doesn't generate heat, but it provides a sense of warmth and comfort.
The most powerful of the undying can separate their spirits from their physical forms, existing as beings of pure light. This state is the ultimate goal of the elves of Aerenal, and such beings are known as ascendant councilors.
Bound by Love and Light. Undying are sustained by positive energy, whether found in manifest zones tied to Irian—such as in Shae Mordai, the Aereni City of the Dead—or freely given by the devotion of mortal beings. The worship of the Undying Court is what sustains the undying of Aerenal, but devotion is a finite resource. As such, each elf that becomes an undying must earn their afterlife. If an undying elf leaves Aerenal, they require a community of elves or another source of positive energy to sustain them. Failing this, their light fades and they eventually die.
The Undying Court. The honored undead of Aerenal are united in the Undying Court. Based in the city of Shae Mordai, the members of the Undying Court spend their time meditating, engaging in research, or continuing to perfect the arts they practiced in life. They serve as guides and advisors to the living, and members of the noble lines of Aerenal can exercise the rite of counsel to consult with ancestors in Shae Mordai.
The greatest members of the Undying Court are the ascendant councilors. These beings of pure light are focused on contemplating the mysteries of life and the planes, and can work together to wield godlike power that allows them to shield Aerenal from almost any threat. However, the ascendant councilors can exercise power beyond Aerenal only by acting through devoted mortals—paladins and clerics of the Undying Court.
Undead Nature. An undying doesn't require air, food, drink, or sleep.
Source: Eberron: Rising from the Last War p. 311</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Valenar Hawk</name>
    <size>T</size>
    <type>fey</type>
    <alignment>Neutral</alignment>
    <ac>14</ac>
    <hp>10 (4d4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>10</con>
    <int>9</int>
    <wis>16</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>understands Common, Elvish, and Sylvan but can't speak</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Bonding</name>
      <text>The hawk can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hawk bonds with a different creature or until the bonded creature dies. While bonded, the hawk and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
      </trait>
    <trait>
        <name>Keen Sight</name>
      <text>The hawk has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage.</text>
      <attack>Talons|+6|1d4+4</attack>
      </action>
    <description>The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.
Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
Ancestral Traits
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Source: Eberron: Rising from the Last War p. 312</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Valenar Hound</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>14</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands Common, Elvish, and Sylvan but can't speak</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Bonding</name>
      <text>The hound can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the hound bonds with a different creature or until the bonded creature dies. While bonded, the hound and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <description>The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.
Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
Ancestral Traits
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Source: Eberron: Rising from the Last War p. 312</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Valenar Steed</name>
    <size>L</size>
    <type>fey</type>
    <alignment>Neutral</alignment>
    <ac>13</ac>
    <hp>22 (3d10+6)</hp>
    <speed>walk 60 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>14</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands Common, Elvish, and Sylvan but can't speak</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Bonding</name>
      <text>The steed can magically bond with one creature it can see, immediately after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the steed bonds with a different creature or until the bonded creature dies. While bonded, the steed and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Hooves|+5|2d6+3</attack>
      </action>
    <description>The elves of Valenar say that when their ancestors fought the giants of Xen'drik, elf druids took the forms of animals on the battlefield. The cruel and mighty Emperor Cul'sir of the giants laid a curse upon the druids and trapped them in the forms of animals. Just as the ancestors of the Valenar guide their warriors in battle, the spirits of these druids can awaken power in an animal to create a companion worthy of a champion.
Valenar animals are awakened to advanced intelligence and power by the touch of an ancestral spirit. Traditionally, Valenar animals choose Valenar elves as companions, reflecting a bond between the ancestors of elf and animal. To be chosen by a Valenar animal is a great honor, and any such elf is treated with respect and reverence. Still, on the rare occasions when a Valenar animal chooses an adventurer of a different ancestry as a companion, it is universally accepted.
The Valenar animals presented here—hawk, hound, and steed—are but examples, for the ancestral spirits can take on many animal forms.
Variant: Ancestral Traits. Each Valenar animal can be customized with an ancestral gift, a supernatural trait granted by its ancestral spirit. Choose a trait or roll on the Ancestral Traits table for each Valenar animal.
Ancestral Traits
d8 | Trait
1 | Bestow Luck (1/Day). As a bonus action, the animal chooses one creature it can see within 30 feet of it. The next ability check, attack roll, or saving throw the target makes in the next hour has advantage.
2 | Burst of Speed (Recharge 6). The animal can take the Dash action as a bonus action.
3 | Camouflage. The animal has advantage on Dexterity (Stealth) checks it makes while outdoors.
4 | Lie Detector. The animal knows when a creature within 15 feet of it tells a lie.
5 | Fey Ancestry. The animal has advantage on saving throws against being charmed or frightened, and magic can't put it to sleep.
6 | Fey Step (1/Day). The animal, along with anything it is wearing or carrying, teleports up to 30 feet to an unoccupied space it can see.
7 | Quickness (Recharge 6). The animal can take the Dodge action as a bonus action.
8 | Shrouded Step. The animal can't be tracked except by magical means, and it leaves behind no tracks or other traces of its passage.

Source: Eberron: Rising from the Last War p. 313</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Warforged Colossus</name>
    <size>G</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>23 (natural armor)</ac>
    <hp>410 (20d20+200)</hp>
    <speed>walk 60 ft.</speed>
    <str>30</str>
    <dex>11</dex>
    <con>30</con>
    <int>3</int>
    <wis>11</wis>
    <cha>8</cha>
    <save>Int +4, Wis +8, Cha +7</save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Common but can't speak</languages>
    <cr>25</cr>
    <resist></resist>
    <immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, stunned</conditionImmune>
    <senses>truesight 150 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The colossus is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the colossus fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The colossus has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The colossus deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Towering Terror</name>
      <text>Any enemy outside the colossus that starts its turn within 30 feet of it must succeed on a DC 26 Wisdom saving throw or be frightened until the start of the enemy's next turn. If the enemy's saving throw is successful, it is immune to this colossus's Towering Terror for the next 24 hours.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The colossus makes three attacks—one with its slam and two with its eldritch turrets—and then uses Stomp.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 29 (3d12 + 10) bludgeoning damage, and the colossus can push the target up to 20 feet away from it.</text>
      <attack>Slam|+18|3d12+10</attack>
      </action>
    <action>
        <name>Eldritch Turret</name>
      <text>Ranged Spell Attack: +18 to hit, range 300 ft., one target. 18 (4d8) force damage, and if the target is a creature, it is knocked prone.</text>
      <attack>Eldritch Turret|+18|4d8</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>The colossus stomps one of its feet at a point on the ground within 20 feet of it. Any creature in a 20-foot-radius, 20-foot-high cylinder centered on this point must succeed on a DC 26 Dexterity saving throw or take 33 (6d10) bludgeoning damage and fall prone. Until the colossus uses its Stomp again or moves, the creature is restrained. While restrained in this way, the creature (or another creature within 5 feet of it) can use its action to make a DC 26 Strength check. On a success, the creature relocates to an unoccupied space of its choice within 5 feet of the colossus and is no longer restrained.</text>
      <attack>Stomp||6d10</attack>
      <text>Structures, as well as nonmagical objects that are neither being worn nor carried, take the same amount of damage if they are in the cylinder (no save).</text>
      </action>
    <action>
        <name>Incinerating Beam (Recharge 5-6)</name>
      <text>The colossus fires a beam of light in a 150-foot line that is 10 feet wide. Each creature in the line must make a DC 26 Dexterity saving throw, taking 60 (11d10) radiant damage on a failed save, or half as much damage on a successful one. A creature reduced to 0 hit points by this beam is disintegrated, leaving behind anything it was wearing or carrying.</text>
      <attack>Incinerating Beam (Recharge 5-6)||11d10</attack>
      </action>
    <description>In the final days of the Last War, House Cannith unleashed its mightiest creations: the warforged colossi. These enormous mechanical warriors thundered across Cyre, crushing everything in their paths and leaving ruin behind them. Meant to end the war decisively, the colossi pulverized hundreds of soldiers beneath their feet and incinerated whole legions with beams of fiery light that shot from their mouths. This rampage was cut short on the Day of Mourning. The arcane cataclysm that engulfed Cyre destroyed most of the warforged colossi, causing them to collapse into lifeless heaps.
Colossal Survivors. Some warforged colossi survived the Day of Mourning more or less intact and are thought to only be in stasis, waiting to be awakened. Cannith artificers are eager to track them down and determine whether they can be awakened or, at the very least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
• "Arkus" (Colossus WX-11) lies prone at the bottom of the Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
• "Artorok" (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House Cannith workshop, flooded but otherwise intact.
• "Hanamar" (Colossus WX-42) stands at the bottom of Kraken Bay, near the coast of Valenar, buried up to its knees in sand and flooded, but it is otherwise intact.
• "Karrnslayer" (Colossus WX-31) lost its legs but crawls through the Mournland, using its arms to drag its great bulk across the ground. It is always prone and can't use its Stomp action, but makes three extra turret attacks when it takes the Multiattack action option.
• "Landro" (Colossus WX-33) is partially phased into a mountainside on the border of Cyre and Breland, but still explorable and potentially salvageable.
• "Norr" (Colossus WX-5) is slumped amid the ruins of Metrol, the former capital of Cyre.
• "Tymber" (Colossus WX-12) squats in the Crawling Swamp, in the northwest corner of the Shadow Marches. How it got there, no one knows.
Hollow Structure. Although it can operate without a crew, a warforged colossus is built to carry wizards, artificers, magewrights, and elite troops. For this reason, these constructs are largely hollow on the inside, with tunnels, ladders, storage areas, and observation decks.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that accompanies it explains how the colossus might serve as an adventure location.
Source: Eberron: Rising from the Last War p. 314</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Warforged Soldier</name>
    <size>M</size>
    <type>humanoid (warforged)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (natural armor, shield)</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>16</con>
    <int>10</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Athletics +5, Perception +4, Survival +4</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>1</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Warforged Resilience</name>
      <text>The warforged has advantage on saving throws against being poisoned and is immune to disease. Magic can't put it to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The warforged makes two armblade attacks.</text>
      </action>
    <action>
        <name>Armblade</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Armblade|+5|1d6+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|1d6+3</attack>
      </action>
    <reaction>
        <name>Protection</name>
      <text>When an attacker the warforged can see makes an attack roll against a creature within 5 feet of the warforged, the warforged can impose disadvantage on the attack roll.</text>
      </reaction>
    <description>Warforged soldiers are humanoids formed from wood and steel, then magically imbued with life and sentience. The warforged were created to fight in the Last War, and in the aftermath of that conflict, they struggle to understand their place in the world.
Most warforged soldiers still serve their former masters, often guarding dragonmarked houses or merchant caravans. Many warforged find it difficult to separate themselves from the soldiers they were made to be, seeking work as bouncers, bailiffs, and bodyguards. Others put their tireless strength to work as laborers, committed to the reconstruction of the towns and cities they defended or destroyed in the war.
Source: Eberron: Rising from the Last War p. 320</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Warforged Titan</name>
    <size>H</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>20 (natural armor)</ac>
    <hp>125 (10d12+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>8</dex>
    <con>22</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Platforms</name>
      <text>The warforged titan has two platforms built into its chassis. One Medium or smaller creature can ride on each platform without squeezing. To make a melee attack against a target within 5 feet of the warforged, they must use spears or weapons with reach and the target must be Large or larger.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The warforged titan deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The warforged titan makes one axehand attack and one hammerfist attack.</text>
      </action>
    <action>
        <name>Axehand</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) slashing damage, plus 11 (2d10) slashing damage if the target is prone.</text>
      <attack>Axehand|+9|3d8+6</attack>
      </action>
    <action>
        <name>Hammerfist</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
      <attack>Hammerfist|+9|3d8+6</attack>
      </action>
    <action>
        <name>Sweeping Axe (Recharge 6)</name>
      <text>The warforged titan makes a sweep with its axehand, and each creature within 10 feet of it must make a DC 17 Dexterity saving throw. A creature takes 19 (3d8 + 6) slashing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Sweeping Axe (Recharge 6)||3d8+6</attack>
      </action>
    <description>Warforged titans are hulking constructs built to wreak paths of destruction through enemy armies. Some of the most feared combatants of the Last War, warforged titans are barely sentient, with just enough intelligence to follow commands.
Legacy of Giants. In the Age of Giants, giant artificers built mindless war golems to aid them in their war against the quori. Millennia later, some of these golems were unearthed by adventurers searching for the secrets of that age, then turned over to artificers working for the dragonmarked houses during the Last War. House Cannith studied these designs, and in the course of uncovering the secrets of the golems and the giant artificers who made them, House Cannith created the first warforged titans.
Source: Eberron: Rising from the Last War p. 315</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Zakya Rakshasa</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (scale mail, shield)</ac>
    <hp>59 (7d8+28)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>12</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Athletics +7, Perception +4</skill>
    <passive>14</passive>
    <languages>Common, Infernal</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Limited Magic Immunity</name>
      <text>The rakshasa can't be affected or detected by spells of 1st level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The rakshasa's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Martial Prowess (1/Turn)</name>
      <text>When the rakshasa hits a creature with a melee weapon attack, the attack deals an extra 11 (2d10) damage of the weapon's type, and the creature must make a DC 15 Strength saving throw. On a failure, the rakshasa can push the creature up to 10 feet away from it, knock the creature prone, or make the creature drop one item it is holding of the rakshasa's choice.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The rakshasa makes three melee weapon attacks. Alternatively, it can make two ranged attacks with its javelins.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Longsword|+7|1d8+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Javelin|+7|1d6+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The rakshasa's innate spellcasting ability is Charisma (spell save DC 11). The rakshasa can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, disguise self</text>
      <text>1/day: shield</text>
      </trait>
    <spells>detect thoughts, disguise self, shield</spells>
    <description>Millions of years before the rise of the humanoid races, the rakshasas of Eberron ruled a civilization that spanned Khorvaire. Masters of combat, the rakshasas of Eberron wield their weapons with demonic fury, rushing into battle seeking vengeance against those who bound their fiendish masters.
Rakshasas are described in the Monster Manual. A martial variant—the zakya rakshasa—is presented here.
Zakya rakshasas are the bloodthirsty foot soldiers of the rakshasa horde. They are driven to free their fiendish rulers, seeking vengeance against the dragons and those who revere the couatls. Unlike other rakshasas with their luxurious robes and fineries, zakya rakshasas are almost always clad in battle gear: well-worn scale mail, a razor-sharp longsword, and a heavy shield bearing the emblem of their demonic master.
Source: Eberron: Rising from the Last War p. 309</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Abyssal Chicken</name>
    <size>T</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>10 (3d4+3)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>13</con>
    <int>4</int>
    <wis>9</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>1/4</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, poisoned</conditionImmune>
    <senses>blindsight 30ft. (blind beyond this radius)</senses>
    <trait>
        <name>Bad Flier</name>
      <text>The abyssal chicken falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abyssal chicken makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+4|1d6+2</attack>
      </action>
    <description>Abyssal chickens are carnivorous, temperamental, tasty bottom-feeders native to the Abyss. They beat their leathery wings to scare predators and to help them run faster, and they taste like fatty chicken.
With your permission, a character who casts the find familiar spell can henceforth choose to conjure an abyssal chicken instead of a raven.
Source: Baldur's Gate: Descent Into Avernus p. 97</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Amrik Vanthampur</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (leather armor, charisma modifier)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>12</con>
    <int>14</int>
    <wis>14</wis>
    <cha>15</cha>
    <save></save>
    <skill>Acrobatics +6, Athletics +3, Deception +6, Insight +6</skill>
    <passive>12</passive>
    <languages>Common, Infernal</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Suave Defense</name>
      <text>While Amrik is wearing light or no armor and wielding no shield, his AC includes his Charisma modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Amrik makes three dagger attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.</text>
      <attack>Dagger|+6|1d4+4</attack>
      </action>
    <action>
        <name>Smoke Bomb (1/Day)</name>
      <text>Amrik hurls a smoke bomb up to 20 feet away. The bomb explodes on impact, creating a cloud of black smoke that fills a 10-foot-radius sphere. The area within the cloud is heavily obscured. A strong wind disperses the cloud, which otherwise remains until the end of Amrik's next turn.</text>
      </action>
    <description>Second son of Duke Thalamra Vanthampur of Baldur's Gate. Amrik loves to exchange pleasantries over drinks before conducting business. He has trained Laraelra's staff to recognize a variety of innocuous hand gestures that signal them to deliver drinks to the table. If he wants poison added to his clients' drinks, he has a secret sign for that. Hidden behind the bar is a small bottle containing four doses of torpor (see "Poisons" in chapter 8 of the Dungeon Master's Guide), which the kenku bartender can use to spike drinks when Amrik gives the signal.
Source: Baldur's Gate: Descent Into Avernus p. 30</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Archduke Zariel of Avernus</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>580 (40d10+360)</hp>
    <speed>walk 50 ft., fly 150 ft.</speed>
    <str>27</str>
    <dex>24</dex>
    <con>28</con>
    <int>26</int>
    <wis>27</wis>
    <cha>30</cha>
    <save>Int +16, Wis +16, Cha +18</save>
    <skill>Intimidation +18, Perception +16</skill>
    <passive>26</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>26</cr>
    <resist>cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede Zariel's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Zariel fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Zariel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Zariel attacks twice with her flail and once with Matalotok. She can substitute Horrid Touch for Matalotok.</text>
      </action>
    <action>
        <name>Flail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) piercing damage plus 36 (8d8) fire damage.</text>
      <attack>Flail|+16|2d8+8</attack>
      </action>
    <action>
        <name>Matalotok (Warhammer)</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) bludgeoning, or 19 (2d10 + 8) bludgeoning damage if used with two hands, plus 36 (8d8) fire damage. In addition, the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.</text>
      <attack>Matalotok (Warhammer)|+16|2d8+8</attack>
      </action>
    <action>
        <name>Horrid Touch (Recharge 5-6)</name>
      <text>Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Horrid Touch (Recharge 5-6)||8d10</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.</text>
      </action>
    <legendary>
        <text>Archduke can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Archduke regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Immolating Gaze (Costs 2 Actions)</name>
      <text>Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Zariel uses her Teleport action.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:</text>
      <text>• Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Zariel casts her innate fireball spell.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:</text>
      <text>• The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.</text>
      <text>• Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.</text>
      <text>• The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.</text>
      <text>If Zariel dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire</text>
      <text>3/day each: blade barrier, dispel evil and good, finger of death</text>
      </trait>
    <spells>alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 243</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Arkhan the Cruel</name>
    <size>M</size>
    <type>humanoid (dragonborn)</type>
    <alignment>Lawful Evil</alignment>
    <ac>23 (obsidian flint dragon plate, shield)</ac>
    <hp>221 (26d8+104)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>18</con>
    <int>10</int>
    <wis>10</wis>
    <cha>18</cha>
    <save>Wis +5, Cha +9</save>
    <skill>Athletics +10, Deception +9, Intimidation +9</skill>
    <passive>10</passive>
    <languages>Common, Draconic</languages>
    <cr>16</cr>
    <resist>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 60 ft. (can see invisible creatures out to the same range)</senses>
    <trait>
        <name>Aura of Hate</name>
      <text>While Arkhan isn't incapacitated, he and all fiends and undead within 30 feet of him deal 4 extra damage whenever they hit with a melee weapon attack (already factored into Arkhan's attacks). This extra damage is of the same type as the weapon's damage type.</text>
      </trait>
    <trait>
        <name>Hand of Vecna</name>
      <text>The Hand of Vecna has 8 charges and regains 1d4 + 4 expended charges daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and teleport (3 charges).</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>Arkhan wields Fane-Eater and wears a suit of Obsidian Flint Dragon Plate. The armor gives Arkhan advantage on ability checks and saving throws made to avoid or end the grappled condition on him.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Arkhan makes three weapon attacks.</text>
      </action>
    <action>
        <name>Fane-Eater (Battleaxe)</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 16 (1d8 + 12) slashing damage, or 17 (1d10 + 12) slashing damage when used with two hands, plus 9 (2d8) cold damage. If the target is a creature and Arkhan rolls a 20 on the attack roll, the creature takes an extra 9 (2d8) necrotic damage, and Arkhan regains an amount of hit points equal to the necrotic damage dealt.</text>
      <attack>Fane-Eater (Battleaxe)|+13|1d8+12</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, plus 4 piercing damage and 9 (2d8) cold damage if the javelin was used to make a melee attack.</text>
      <attack>Javelin|+10|1d6+5</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Arkhan's spellcasting ability is Charisma (spell save DC 17). He can cast the following spells, requiring no material components:</text>
      <text>3/day each: animate dead, branding smite (at 4th level), revivify</text>
      <text>1/day each: geas, raise dead</text>
      </trait>
    <spells>animate dead, branding smite, revivify, geas, raise dead</spells>
    <description>Arkhan the Cruel is an evil dragonborn champion of Tiamat. Arkhan believes he can use the Hand of Vecna to unlock the means of freeing Tiamat from her prison in the Nine Hells, but only if the hand doesn't kill him first. The hand is slowly corrupting Arkhan's flesh and decomposing his body on one side.
In battle, Arkhan uses branding smite to channel the radiant power of Tiamat into his weapon attacks. If a fight turns against him, he uses the teleport power of the Hand of Vecna to return to his tower with as many allies as possible. Should one or more of his comrades fall in battle, Arkhan uses revivify and raise dead spells to bring them back to life as soon as possible.
If Arkhan finds himself overwhelmed with opposition, he orders the abishai to attack. Arkhan can also use a bonus action to call forth Asojano, a chimera lairing in the depths of the colossal dragon skull.
Source: Baldur's Gate: Descent Into Avernus p. 111</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bel</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>364 (27d10+216)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>28</str>
    <dex>14</dex>
    <con>26</con>
    <int>25</int>
    <wis>19</wis>
    <cha>26</cha>
    <save>Dex +10, Con +16, Wis +12</save>
    <skill>Arcana +15, Deception +16, Insight +12, Persuasion +16</skill>
    <passive>14</passive>
    <languages>Common, Infernal, telepathy 120 ft.</languages>
    <cr>25</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Fear Aura</name>
      <text>Any creature hostile to Bel that starts its turn within 20 feet of him must make a DC 23 Wisdom saving throw, unless Bel is incapacitated. Unless the save succeeds, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Bel's Fear Aura for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Bel fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Bel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Bel's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Bel makes three attacks: two with his greatsword and one with his tail.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 23 (4d6 + 9) slashing damage plus 21 (6d6) fire damage. If the target is a flammable object that is not being held or worn, it catches fire.</text>
      <attack>Greatsword|+16|4d6+9</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 25 (3d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or be stunned until the end of its next turn.</text>
      <attack>Tail|+16|3d10+9</attack>
      </action>
    <legendary>
        <text>The fiend (devil) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (devil) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Fireball</name>
      <text>Bel casts fireball.</text>
      </legendary>
    <legendary>
        <name>Tactical Edge (Costs 2 Actions)</name>
      <text>Roll a d6 for Bel. The number rolled on the die is subtracted from the next attack roll made against Bel or an ally of his choice within the next minute.</text>
      </legendary>
    <legendary>
        <name>Summon Ice Devil (Costs 3 Actions)</name>
      <text>Bel magically summons an ice devil with an ice spear (as described in the ice devil's entry in the Monster Manual). The ice devil appears in an unoccupied space within 60 feet of Bel, acts as Bel's ally, and can summon other devils if it has such power. The ice devil remains until Bel dies or until he dismisses it as an action.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Bel's spellcasting ability is Charisma (spell save DC 23). Bel can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, fireball</text>
      <text>3/day each: dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire</text>
      <text>1/day each: imprisonment, meteor swarm</text>
      </trait>
    <spells>detect magic, fireball, dispel magic, hold monster, mirror image, mislead, raise dead, teleport, wall of fire, imprisonment, meteor swarm</spells>
    <description>From his bastion, Zariel's second-in-command and the former lord of Avernus oversees the forges that furnish weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent distractions to keep them apart.
Bel outwardly plays the role of Zariel's loyal vassal. However, Bel rankles at Zariel's rulership of the layer of the Nine Hells that was once his, but he won't challenge her directly as long as he thinks Asmodeus supports Zariel.
Source: Baldur's Gate: Descent Into Avernus p. 115</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bitter Breath</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 20 ft., fly 60 ft.</speed>
    <str>22</str>
    <dex>17</dex>
    <con>21</con>
    <int>12</int>
    <wis>16</wis>
    <cha>17</cha>
    <save>Str +10, Dex +7, Wis +7, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>11</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede Bitter Breath's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Bitter Breath has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Bitter Breath makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.</text>
      </action>
    <action>
        <name>Fork</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage.</text>
      <attack>Fork|+10|2d8+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time Bitter Breath hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
      <attack>Tail|+10|1d8+6</attack>
      <attack>Tail||3d6</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
      <attack>Hurl Flame|+7|4d6</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 90</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Black Gauntlet of Bane</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>51 (6d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>18</con>
    <int>12</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Wis +5</save>
    <skill>Intimidation +7, Perception +5</skill>
    <passive>15</passive>
    <languages>Common</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Aura of Terror</name>
      <text>When a hostile creature within 5 feet of the black gauntlet makes an attack roll or a saving throw, it has disadvantage on the roll. Creatures that are immune to the frightened condition are immune to this trait.</text>
      </trait>
    <trait>
        <name>Tactical Discipline</name>
      <text>The black gauntlet has advantage on all ability checks and saving throws made during combat.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The black gauntlet makes two attacks with its mace.</text>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 13 (3d8) necrotic damage.</text>
      <attack>Mace|+7|1d6+4</attack>
      </action>
    <action>
        <name>Guiding Bolt (1st-Level Spell; Requires a Spell Slot)</name>
      <text>Ranged Spell Attack: +7 to hit, range 120 ft., one creature. 14 (4d6) radiant damage, and the next attack roll made against the target before the end of the black gauntlet's next turn has advantage. If the black gauntlet casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.</text>
      <attack>Guiding Bolt (1st-Level Spell; Requires a Spell Slot)|+7|4d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The black gauntlet is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, bless, cure wounds, guiding bolt (see "Actions" below)</text>
      <text>• 2nd level (3 slots): blindness/deafness, hold person, silence</text>
      <text>• 3rd level (2 slots): sending, spirit guardians</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>guidance, sacred flame, thaumaturgy, bane, bless, cure wounds, guiding bolt, blindness/deafness, hold person, silence, sending, spirit guardians</spells>
    <description>Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.
Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.
Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.
Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.
Source: Baldur's Gate: Descent Into Avernus p. 235</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bone Whelk</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>27 (5d10)</hp>
    <speed>walk 15 ft., climb 15 ft.</speed>
    <str>10</str>
    <dex>5</dex>
    <con>11</con>
    <int>6</int>
    <wis>9</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Adhesive</name>
      <text>The bone whelk can cause Medium or smaller objects to adhere to it. A Medium or smaller creature that touches the bone whelk is grappled by it (escape DC 10).</text>
      </trait>
    <trait>
        <name>Death Scream</name>
      <text>When the bone whelk dies, it emits a blood-curdling shriek than can be heard out to a range of 120 feet. This shriek causes nonmagical, organic material within 10 feet of the bone whelk to rot. Each creature within 10 feet of the bone whelk when it dies takes 9 (2d8) necrotic damage.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The bone whelk can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 4 (1d8) piercing damage.</text>
      <attack>Bite|+2|1d8</attack>
      </action>
    <description>Bone whelks are large mollusks that excrete an adhesive to attach skulls, bones, and other detritus to their bodies for protection.
Source: Baldur's Gate: Descent Into Avernus p. 119</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Burney the Barber</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>21 (natural armor)</ac>
    <hp>350 (20d20+140)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>12</dex>
    <con>25</con>
    <int>20</int>
    <wis>17</wis>
    <cha>19</cha>
    <save>Dex +8, Con +14, Wis +10, Cha +11</save>
    <skill>Deception +11, Perception +17, Stealth +8</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>21</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Burney fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Healer</name>
      <text>Burney has the benefits of the healer feat as well as proficiency with both the healer's kit and the herbalism kit.</text>
      </trait>
    <trait>
        <name>Bahamut's Blessings</name>
      <text>Burney has received several blessings in her service to Bahamut:</text>
      <text>• Unless Burney decided otherwise, once any creature less powerful than a deity has taken three steps from her, they can no longer remember her or having interacted with her specifically.</text>
      <text>• Burney is under the effect of a permanent mind blank spell, and cannot be detected by magical or mundane means unless she wishes it. In exchange for this blessing, Burney can take no direct action against the denizens of the Nine Hells, though she can certainly enlist the help of those who can.</text>
      <text>• Burney always knows the location of the Wandering Emporium and can transport herself there as though by a word of recall spell. This explains why Burney simply seems to appear amid the fully deployed marketplace each morning it is active to provide service and tell stories.</text>
      <text>• Once each day, when Burney so desires, she can instantly transport herself to the court of Bahamut via a powerful blessing akin to the plane shift spell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Burney can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage.</text>
      <attack>Bite|+15|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+15|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of Burney's choice that is within 120 feet of Burney and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Burney's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>Burney uses one of the following breath weapons.</text>
      <text>• Acid Breath. Burney exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||14d8</attack>
      <text>• Slowing Breath. Burney exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>Burney magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (Burney's choice).</text>
      <text>In a new form, Burney retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>Burney makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>Burney makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>Burney beats its wings. Each creature within 15 feet of Burney must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. Burney can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.</text>
      <text>• The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.</text>
      <text>• Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.</text>
      <text>• Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.</text>
      <text>If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.</text>
      </legendary>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 129</description>
    <environment>hill</environment>
    </monster>
  <monster>
      <name>Chukka</name>
    <size>M</size>
    <type>humanoid (kenku)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>16</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +4, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>understands Auran and Common but speaks only through the use of its Mimicry trait</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, Chukka has advantage on attack rolls against any creature it surprised.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Chukka can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 83</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Clonk</name>
    <size>M</size>
    <type>humanoid (kenku)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>16</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +4, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>understands Auran and Common but speaks only through the use of its Mimicry trait</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, Clonk has advantage on attack rolls against any creature it surprised.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>Clonk can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 83</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Crokek'toeck</name>
    <size>G</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>297 (17d20+119)</hp>
    <speed>walk 60 ft., swim 60 ft.</speed>
    <str>28</str>
    <dex>10</dex>
    <con>24</con>
    <int>6</int>
    <wis>10</wis>
    <cha>13</cha>
    <save>Con +12, Wis +5</save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>14</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>Crokek'toeck can breathe air and water.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Crokek'toeck has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Crokek'toeck's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Secure Memory</name>
      <text>Crokek'toeck is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>Crokek'toeck's long jump is up to 60 feet and its high jump is up to 30 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 44 (10d6 + 9) piercing damage.</text>
      <attack>Bite|+14|10d6+9</attack>
      </action>
    <action>
        <name>Disgorge Allies (Recharge 6)</name>
      <text>Crokek'toeck opens its mouth and disgorges 1d4 barlgura, 3d6 gnoll led by 1 gnoll fang of Yeenoghu, 6d6 dretch, or 1d3 vrock. Each creature it disgorges appears in an unoccupied space within 30 feet of Crokek'toeck's mouth, or the next closest unoccupied space.</text>
      </action>
    <description>Crokek'toeck is Yeenoghu's demonic pet. Resembling a giant mudskipper with the teeth, fur, ears, and laugh of a hyena, this unique demon can hold smaller demons in its gullet and disgorge them anywhere Yeenoghu wishes. Immune to the mind-shattering effects of the River Styx, Crokek'toeck is often used to transport smaller demons (and sometimes Yeenoghu himself) through the Styx's terrible waters.
Source: Baldur's Gate: Descent Into Avernus p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Death's Head of Bhaal</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15</ac>
    <hp>76 (8d8+40)</hp>
    <speed>walk 50 ft.</speed>
    <str>20</str>
    <dex>20</dex>
    <con>20</con>
    <int>14</int>
    <wis>13</wis>
    <cha>16</cha>
    <save></save>
    <skill>Intimidation +6, Perception +4, Persuasion +6, Stealth +11</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aura of Murder</name>
      <text>As long as the death's head is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The death's head has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The death's head uses Stunning Gaze and makes two dagger attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage.</text>
      <attack>Dagger|+7|1d4+5</attack>
      </action>
    <action>
        <name>Stunning Gaze</name>
      <text>The death's head targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be stunned until the end of its next turn.</text>
      </action>
    <reaction>
        <name>Unstoppable (3/Day)</name>
      <text>The death's head reduces the damage it takes from an attack to 0.</text>
      </reaction>
    <description>Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.
Source: Baldur's Gate: Descent Into Avernus p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dryad Spirit</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>58 (13d8)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>1</str>
    <dex>14</dex>
    <con>10</con>
    <int>12</int>
    <wis>11</wis>
    <cha>17</cha>
    <save>Wis +2, Cha +5</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Elvish</languages>
    <cr>4</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Detect Life</name>
      <text>The dryad can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The dryad can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.</text>
      </trait>
    <action>
        <name>Corrupting Touch</name>
      <text>Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage.</text>
      <attack>Corrupting Touch|+4|3d6+2</attack>
      </action>
    <action>
        <name>Horrifying Visage</name>
      <text>Each non-undead creature within 60 feet of the dryad that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the dryad is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the dryad's Horrifying Visage for the next 24 hours.</text>
      </action>
    <action>
        <name>Wail (1/Day)</name>
      <text>The dryad releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.</text>
      <attack>Wail (1/Day)||3d6</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 108</description>
    <environment>forest, coastal</environment>
    </monster>
  <monster>
      <name>Duke Thalamra Vanthampur</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>10</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>15</con>
    <int>13</int>
    <wis>16</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +6, Insight +5, Intimidation +6, Religion +3</skill>
    <passive>13</passive>
    <languages>Common, Infernal</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft. (see devil's sight below)</senses>
    <trait>
        <name>Dark Devotion</name>
      <text>Thalamra has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <trait>
        <name>Devil's Sight</name>
      <text>Thalamra can see normally in darkness, both magical and nonmagical, out to a distance of 120 feet.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Thalamra uses eldritch blast twice or makes two unarmed strikes.</text>
      </action>
    <action>
        <name>Eldritch Blast (Cantrip)</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (1d10 + 4) force damage.</text>
      <attack>Eldritch Blast (Cantrip)|+6|1d10+4</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 bludgeoning damage.</text>
      </action>
    <reaction>
        <name>Hellish Rebuke (1st-Level Spell; 2/Day)</name>
      <text>When Thalamra is damaged by a creature within 60 feet of her that she can see, the creature that damaged her is engulfed in hellish flames and must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      </reaction>
    <description>Acid-tongued, shrewd, and aggressive, Duke Thalamra Vanthampur is the matriarch of the Vanthampur family. Born with nothing, she spent years wallowing in obscurity, repairing and renovating the city's ancient sewer system. One promotion after another followed until she was named Master of Drains and Underways. By then, she had been married three times and given birth to three sons. Her lifelong goal has been to lift herself and her family out of the sewers and into high society.
Years of political dealing, blame shuffling, and bribery paid off when Thalamra was elected to the Council of Four. Although she has served on the council for the shortest amount of time, Duke Vanthampur is easily the most politically savvy council member. She speaks little during meetings of the council, preferring to further her political agenda through meetings in her private offices and at her family estate. When she does choose to debate, she speaks with a strength beyond what it seems like her age should allow, and is known for leveling insults that land unsettlingly close to (supposedly) hidden truths.
Thalamra Vanthampur is a cunning, devil-worshiping beast of a woman in her late sixties who can stare down a hell hound without flinching. She is barrel-bodied, with strong hands and forearms that speak to her beginnings as a manual laborer. Her youth was spent in the cellars and sewers of Baldur's Gate, repairing pipes and clearing out the city's filth. Thalamra rose from such lowly work to become the minister of the city's sewers and waterworks. Now she dresses in the finery that suits her station as a duke of Baldur's Gate.
Source: Baldur's Gate: Descent Into Avernus p. 38</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Elliach</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Elliach is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). Elliach has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 130</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Feonor</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13</skill>
    <passive>12</passive>
    <languages>any six languages</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Feonor has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Feonor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Feonor can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): teleport</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*Feonor casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 130</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fiendish Flesh Golem</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>210 (20d10+100)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>20</str>
    <dex>9</dex>
    <con>20</con>
    <int>7</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>8</cr>
    <resist>cold, fire</resist>
    <immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine or silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Berserk</name>
      <text>Whenever the golem starts its turn with 100 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points. If the golem's creator is within 60 feet of the berserk golem, the creator can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 100 hit points or fewer, the golem might go berserk again.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Lightning Absorption</name>
      <text>Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage.</text>
      <attack>Slam|+8|2d10+5</attack>
      </action>
    <description>A fiendish flesh golem is a particularly big flesh golem made of stitched-together body parts from devils, demons, yugoloths, and other fiends. As these parts can come from different creatures and be combined in different ways, no two fiendish flesh golems look exactly alike. Night hags guard the secret to making such golems, rarely sharing it with anyone else.
Some fiendish flesh golems have wings. However, the magic used to create these golems allows them to fly and hover even without wings.
Source: Baldur's Gate: Descent Into Avernus p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fist of Bane</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (chain mail, shield)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>13</con>
    <int>10</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Tactical Discipline</name>
      <text>The fist of Bane has advantage on all ability checks and saving throws made during combat.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Mace|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +2 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage.</text>
      <attack>Longbow|+2|1d8</attack>
      </action>
    <description>Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.
Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.
Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.
Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.
Source: Baldur's Gate: Descent Into Avernus p. 232</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Flying Dagger</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>7 (3d4)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>11</con>
    <int>1</int>
    <wis>5</wis>
    <cha>1</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The dagger is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the dagger must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the dagger remains motionless and isn't flying, it is indistinguishable from a normal dagger.</text>
      </trait>
    <action>
        <name>Longdagger</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Longdagger|+3|1d8+1</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 30</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gideon Lightward</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>11</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>18</con>
    <int>10</int>
    <wis>18</wis>
    <cha>13</cha>
    <save>Dex +4, Con +7, Wis +7</save>
    <skill>Insight +7, Religion +6</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>6</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>exhaustion, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>Gideon regains 10 hit points at the start of each of his turns. If he takes radiant damage, this trait doesn't function at the start of his next turn. Gideon is destroyed only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Gideon attacks twice with his fists.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <action>
        <name>Withering Gaze</name>
      <text>Gideon targets one creature he can see within 60 feet of him. The target must make a DC 15 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Withering Gaze||4d10</attack>
      </action>
    <description>Gideon Lightward was a priest of Lathander who served Elturel and his deity proudly. Zariel saw that his fervor could be an asset to her, so she sent devils to corrupt him in the months leading up to the fall of Elturel. The devils posed as angels, offering Gideon increased power if he would dedicate himself to fighting the ever-present threat of demons.
Gideon slowly gave up his sanity and free will to the devils, leaving him corrupted by Zariel and fully serving her in the months leading up to Elturel's fall. He died during the destruction wrought as the city was drawn to Avernus, but the priest rose as an undead creature. Even as an undead, Gideon remains his mistress's most loyal servant in Elturel. He sees his cause as a noble one—fighting the demons whose chaos marks the end of all things. But his mind is broken and filled with hatred for those who refuse to follow his commands.
Source: Baldur's Gate: Descent Into Avernus p. 65</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Harkina Hunt</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) piercing damage.</text>
      <attack>Longbow|+2|1d8</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 53</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Hellwasp</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>52 (8d10+8)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>7</cha>
    <save>Dex +5, Wis +3</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Infernal, telepathy 300 ft. (with other hellwasps only)</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable>cold</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The hellwasp's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hellwasp makes two attacks: one with its sting and one with its sword talons.</text>
      </action>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 8 (1d8 + 4) piercing damage plus 7 (2d6) fire damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Sting|+7|1d8+4</attack>
      </action>
    <action>
        <name>Sword Talons</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Sword Talons|+7|2d6+4</attack>
      </action>
    <description>A hellwasp is an intelligent, malevolent insect native to the Nine Hells. It has a thick protective carapace, thin metallic wings, and strong legs ending in swordlike talons. It uses its stinger to inject a chemical admixture similar to alchemist's fire into its victims. This same solution carries a paralytic enzyme that renders the victim helpless long enough for the hellwasp to grab its prey and flee.
Hellwasps thrive in hot weather, but extreme cold causes their shells to crack and their metabolisms to shut down. Consequently, they avoid the icy layers of the Nine Hells (Stygia and Cania).
Nests. Hellwasps spew a golden bile similar to amber, which they use to craft enormous nests riddled with chambers and passages. The hellwasps use these nests as communal shelters and food storage. A typical nest is large enough to support a commune of 1d10 + 10 hellwasps, with each hellwasp having an equal voice and role in the society.
Hellwasp Telepathy. Hellwasps communicate with one another via a form of telepathy perceptible only to their kind.
Source: Baldur's Gate: Descent Into Avernus p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hellwasp Grub</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>4 (1d6+1)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>5</str>
    <dex>14</dex>
    <con>12</con>
    <int>1</int>
    <wis>7</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+4|1d4+2</attack>
      <attack>Bite||3d6</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 95</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Hollyphant</name>
    <size>S</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>36 (8d6+8)</hp>
    <speed>walk 20 ft., fly 120 ft.</speed>
    <str>10</str>
    <dex>11</dex>
    <con>12</con>
    <int>16</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Dex +3, Con +4, Cha +6</save>
    <skill></skill>
    <passive>14</passive>
    <languages>Celestial, telepathy 120 ft.</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Aura of Invulnerability</name>
      <text>An invisible aura forms a 10-foot-radius sphere around the hollyphant for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The hollyphant can use an action to suppress this trait until its concentration ends (as if concentrating on a spell).</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The hollyphant's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Tusks</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Tusks|+3|1d6</attack>
      </action>
    <action>
        <name>Trumpet (3/Day)</name>
      <text>The hollyphant blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by the hollyphant:</text>
      </action>
    <action>
        <name>Trumpet of Blasting</name>
      <text>Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage.</text>
      <attack>Trumpet of Blasting||5d6</attack>
      </action>
    <action>
        <name>Trumpet of Sparkles</name>
      <text>Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.</text>
      <attack>Trumpet of Sparkles||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hollyphant's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: light</text>
      <text>2/day each: bless, cure wounds, protection from evil and good</text>
      <text>1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error)</text>
      </trait>
    <spells>light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport</spells>
    <description>Hollyphants are gentle, stalwart creatures native to the Upper Planes. Good-aligned deities and angels use them as messengers and helpers. Hollyphants treasure friendship and honesty.
A hollyphant looks like a miniature elephant with luminous gold fur and small, rapidly fluttering wings that not only hold it aloft but also propel it at great speed. Although kind, a hollyphant won't bear witness to an evil act without punishing the malefactor. Its pearlescent tusks are far from formidable, but it can unleash trumpet blasts from its trunk that can deafen creatures or engulf evildoers in radiant sparkles of positive energy. A hollyphant is also blessed with powerful innate magic to help it combat evil and protect its friends.
Source: Baldur's Gate: Descent Into Avernus p. 237</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Iron Consul</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>11</dex>
    <con>16</con>
    <int>12</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Wis +4</save>
    <skill>Intimidation +5, Perception +4</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Tactical Discipline</name>
      <text>The iron consul has advantage on all ability checks and saving throws made during combat.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The iron consul makes one attack with its spear and can use its Voice of Command ability.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage when used with two hands to make a melee attack.</text>
      <attack>Spear|+5|1d6+3</attack>
      </action>
    <action>
        <name>Voice of Command</name>
      <text>The iron consul selects up to two allies within 90 feet of it that can hear its commands. Each ally can immediately use its reaction to make one melee attack.</text>
      </action>
    <description>Bane's devoted followers are warriors who seek to rule through martial strength and intimidation, cruel tyrants who use threats and gifts as needed to ensure loyalty. They enslave those too weak to resist them and shower the strong with gifts and promises of power to turn them into loyal vassals.
Cruel Tyrants. Whenever Bane's followers gain power, they institute draconian measures to ensure that their rule is unquestioned. They stamp out all opposition while richly rewarding those who swear fealty.
Warrior Cult. Cultists of Bane are warriors who wear heavy armor and wield maces, swords, spears, and crossbows. They paint the right gauntlet of their armor black in honor of their patron. Bane's clerics wield black maces with heads shaped to look like a closed fist.
Cult Ranks. Bane's cultists operate according to strict military hierarchies. The lowest rank consists of the fists of Bane, foot soldiers who obey all orders without hesitation. They are led by iron consuls, cunning field officers who excel at coordinating the fists in combat. The black gauntlets are the priests who command the consuls.
Source: Baldur's Gate: Descent Into Avernus p. 232</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kostchtchie</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>243 (18d10+144)</hp>
    <speed>walk 40 ft.</speed>
    <str>30</str>
    <dex>12</dex>
    <con>27</con>
    <int>18</int>
    <wis>22</wis>
    <cha>19</cha>
    <save>Dex +9, Con +16, Wis +14</save>
    <skill>Intimidation +12, Perception +14, Survival +14</skill>
    <passive>24</passive>
    <languages>Abyssal, Giant, telepathy 120 ft</languages>
    <cr>25</cr>
    <resist>fire, lightning</resist>
    <immune>cold, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Kostchtchie fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Kostchtchie has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Kostchtchie makes two melee attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +18 to hit, reach 5 ft., one creature. 13 (1d6 + 10) piercing damage.</text>
      <attack>Bite|+18|1d6+10</attack>
      </action>
    <action>
        <name>Matalotok (Warhammer)</name>
      <text>Melee Weapon Attack: +18 to hit, reach 10 ft., one target. 19 (2d8 + 10) bludgeoning damage, or 21 (2d10 + 10) bludgeoning damage when used with two hands, and the weapon emits a burst of cold that deals 10 (3d6) cold damage to each creature within 30 feet of it.</text>
      <attack>Matalotok (Warhammer)|+18|2d8+10</attack>
      </action>
    <legendary>
        <text>Kostchtchie can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Kostchtchie regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Kostchtchie makes one melee weapon attack.</text>
      </legendary>
    <legendary>
        <name>Charge</name>
      <text>Kostchtchie moves up to his speed.</text>
      </legendary>
    <legendary>
        <name>Curse (Costs 2 Actions)</name>
      <text>Kostchtchie curses one creature he can see within 60 feet of him. The cursed creature gains vulnerability to all damage dealt by Kostchtchie until the end of Kostchtchie's next turn.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Kostchtchie's innate spellcasting ability is Charisma (spell save DC 20). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: command, darkness</text>
      <text>1/day each: dispel evil and good, gate, harm, telekinesis, teleport, wind walk</text>
      </trait>
    <spells>command, darkness, dispel evil and good, gate, harm, telekinesis, teleport, wind walk</spells>
    <description>The demon lord Kostchtchie resembles a squat hill giant with short, bandy legs and a grossly shaped head.
Frost giants who forsake their gods and turn to demon worship can summon Kostchtchie with bloody offerings left on altars of hewn ice. If the demon lord chooses to answer the giants' call, he hunts and fights alongside them for a time, infecting the frost giants with savage madness and bloodlust before disappearing back to the Abyss.
Source: Baldur's Gate: Descent Into Avernus p. 105</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Krull</name>
    <size>M</size>
    <type>humanoid (tortle)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>117 (18d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>14</dex>
    <con>15</con>
    <int>12</int>
    <wis>20</wis>
    <cha>12</cha>
    <save>Wis +8, Cha +4</save>
    <skill>Arcana +4, Medicine +8, Nature +4, Survival +8</skill>
    <passive>15</passive>
    <languages>Aquan, Common, Draconic</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>Krull can hold his breath for 1 hour.</text>
      </trait>
    <trait>
        <name>Inescapable Destruction</name>
      <text>Necrotic damage dealt by Krull's spells ignores resistance to necrotic damage.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d4 + 5) piercing damage.</text>
      <attack>Claws|+8|1d4+5</attack>
      </action>
    <action>
        <name>+1 Maul</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) bludgeoning damage plus 9 (2d8) necrotic damage.</text>
      <attack>+1 Maul|+9|2d6+6</attack>
      </action>
    <action>
        <name>Shell Defense</name>
      <text>Krull withdraws into his shell. Until he emerges as a bonus action, he has a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in his shell, Krull is prone, his speed is 0 and can't increase, he has disadvantage on Dexterity saving throws, he can't take reactions, and the only action he can take is to emerge from his shell.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Krull is a 14th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). He has the following cleric spells prepared:</text>
      <text>Cantrips (at will): chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy</text>
      <text>• 1st level (4 slots): cure wounds, detect evil and good, false life, inflict wounds, ray of sickness</text>
      <text>• 2nd level (3 slots): blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon</text>
      <text>• 3rd level (3 slots): animate dead, magic circle, speak with dead, spirit guardians, vampiric touch</text>
      <text>• 4th level (3 slots): banishment, blight, death ward, divination, locate creature</text>
      <text>• 5th level (2 slots): antilife shell, cloudkill, contagion, greater restoration</text>
      <text>• 6th level (1 slots): create undead, true seeing</text>
      <text>• 7th level (1 slots): divine word, regenerate</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>chill touch, mending, resistance, sacred flame, spare the dying, thaumaturgy, cure wounds, detect evil and good, false life, inflict wounds, ray of sickness, blindness/deafness, gentle repose, hold person, ray of enfeeblement, spiritual weapon, animate dead, magic circle, speak with dead, spirit guardians, vampiric touch, banishment, blight, death ward, divination, locate creature, antilife shell, cloudkill, contagion, greater restoration, create undead, true seeing, divine word, regenerate</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 110</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lulu</name>
    <size>S</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>36 (8d6+8)</hp>
    <speed>walk 20 ft., fly 120 ft.</speed>
    <str>10</str>
    <dex>11</dex>
    <con>12</con>
    <int>16</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Dex +3, Con +4, Cha +6</save>
    <skill></skill>
    <passive>14</passive>
    <languages>Celestial, telepathy 120 ft.</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Aura of Invulnerability</name>
      <text>An invisible aura forms a 10-foot-radius sphere around Lulu for as long as it lives. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. Lulu can use an action to suppress this trait until its concentration ends (as if concentrating on a spell).</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Lulu's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Tusks</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Tusks|+3|1d6</attack>
      </action>
    <action>
        <name>Trumpet (3/Day)</name>
      <text>Lulu blows air through its trunk, creating a trumpet sound that can be heard out to a range of 600 feet. The trumpet also creates a 30-foot cone of energy that has one of the following effects, chosen by Lulu:</text>
      </action>
    <action>
        <name>Trumpet of Blasting</name>
      <text>Each creature in the cone must make a DC 14 Constitution saving throw. On a failed save, a creature takes 17 (5d6) thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Nonmagical objects in the cone that aren't being held or worn take 35 (10d6) thunder damage.</text>
      <attack>Trumpet of Blasting||5d6</attack>
      </action>
    <action>
        <name>Trumpet of Sparkles</name>
      <text>Creatures in the cone must make a DC 14 Constitution saving throw, taking 22 (4d8 + 4) radiant damage on a failed save, or half as much damage on a successful one. Evil creatures have disadvantage on the saving throw. Good creatures in the cone take no damage.</text>
      <attack>Trumpet of Sparkles||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Lulu's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: light</text>
      <text>2/day each: bless, cure wounds, protection from evil and good</text>
      <text>1/day each: banishment, heal, raise dead, shapechange (into a golden-furred mammoth with feathered wings and a flying speed of 120 ft.), teleport (with no chance of error)</text>
      </trait>
    <spells>light, bless, cure wounds, protection from evil and good, banishment, heal, raise dead, shapechange, teleport</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 5</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mad Maggie</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>16</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +6, Insight +5, Perception +5, Stealth +5</skill>
    <passive>16</passive>
    <languages>Abyssal, Common, Infernal, Primordial</languages>
    <cr>5</cr>
    <resist>cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Maggie has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Night Hag Items</name>
      <text>A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.</text>
      <text>Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.</text>
      <text>Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, Maggie catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of Maggies continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. Maggie eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what Maggie eye sees if Maggie eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and Maggies can't perform it while blinded. During the ritual, if Maggies take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Claws (Hag Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws (Hag Form Only)|+7|2d8+4</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>Maggie magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.</text>
      </action>
    <action>
        <name>Etherealness</name>
      <text>Maggie magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, Maggie must have a heartstone in her possession.</text>
      </action>
    <action>
        <name>Nightmare Haunting (1/Day)</name>
      <text>While on the Ethereal Plane, Maggie magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in Maggie's soul bag. The reduction to the target's hit point maximum lasts until removed by the  greater restoration spell or similar magic.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Maggie's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, magic missile</text>
      <text>2/day each: plane shift (self only), ray of enfeeblement, sleep</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + Maggie's Intelligence modifier, and the spell attack bonus is 4 + Maggie's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 74</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mahadi the Rakshasa</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>195 (23d8+92)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>18</dex>
    <con>18</con>
    <int>14</int>
    <wis>18</wis>
    <cha>20</cha>
    <save>Wis +9, Cha +10</save>
    <skill>Arcana +7, Deception +10, Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>all (can read only), Common, Infernal</languages>
    <cr>14</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Limited Magic Immunity</name>
      <text>Mahadi can't be affected or detected by spells of 6th level or lower unless he wishes to be. He has advantage on saving throws against all other spells and magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Mahadi's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Mahadi makes four claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it's a creature. The curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.</text>
      <attack>Claw|+7|2d6+2</attack>
      </action>
    <action>
        <name>Summon Erinyes (1/Day)</name>
      <text>Mahadi summons Ilzabet, an erinyes bound to him by an infernal contract. The erinyes appears in an unoccupied space within 60 feet of him, acts as his ally, and can't summon other devils. The erinyes remains for 10 minutes or until Mahadi dismisses it as an action. If the erinyes dies, Mahadi loses this action option.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Mahadi's innate spellcasting ability is Charisma (spell save DC 18, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, disguise self, mage hand, minor illusion</text>
      <text>3/day each: charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion</text>
      <text>1/day each: banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing</text>
      </trait>
    <spells>detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, dispel magic, hellish rebuke, invisibility, major image, speak with dead, suggestion, banishment, demiplane, dominate person, fly, forcecage, geas, plane shift, true seeing</spells>
    <description>Mahadi appears as a wealthy merchant lord. Though extremely powerful, Mahadi doesn't believe in taking unnecessary risks, particularly in the Nine Hells where he can be permanently slain. Mahadi acts as the eyes and ears of Asmodeus in Avernus. As a deal broker and moderator, he's privy to all manner of dealings that might otherwise escape the attention of his patron.
In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his business, as well as to pursue information and broker contracts and other such arrangements as needed.
In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal Rapture, a restaurant and spa. Since the establishment exists within a demiplane, patrons can comfortably visit it at any time, even while the caravan is on the move. As long as they can pay for services rendered, guests need not fear being trapped within, since Mahadi is very serious about maintaining the contract between host and guest. Each guest must agree to this formal arrangement prior to gaining entrance.
Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though they're the most important person in all the planes of existence, catering to their every whim and desire. While he is equally cordial to all guests of the Wandering Emporium, those entering his establishment fall under a special contract and therefore rank most highly in his esteem.
Of course, guests leaving Infernal Rapture are expected to pay their bills in full prior to departure. If a guest cannot pay for whatever reason, the contract they signed on entry clearly stipulates their soul is forfeit. They're required to pay off their debt through service. All such individuals fall under the effect of a geas cast as a 9th-level spell, which cannot be willingly broken by the affected individual until their debt is paid in full. What Mahadi does with such defaulters depends on their capabilities. Some become indentured servants, working at Infernal Rapture. If they possess a talent for sales, they might eventually obtain a business to run within the Wandering Emporium.
Source: Baldur's Gate: Descent Into Avernus p. 127</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Master of Souls</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>17</con>
    <int>19</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Wis +4</save>
    <skill>Arcana +6, Religion +6</skill>
    <passive>12</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Grave Magic</name>
      <text>When the master of souls cast a spell that deals damage, it can change the spell's damage type to necrotic.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The master of souls attacks twice with its flail.</text>
      </action>
    <action>
        <name>Silvered Skull Flail</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage plus 14 (4d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the master of souls' next turn.</text>
      <attack>Silvered Skull Flail|+2|1d8</attack>
      </action>
    <action>
        <name>Chill Touch (Cantrip)</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 13 (2d8) necrotic damage, and the target can't regain hit points until the start of the master of souls' next turn. If the target is undead, it has disadvantage on attack rolls against the master of souls for the same duration.</text>
      <attack>Chill Touch (Cantrip)|+6|2d8</attack>
      </action>
    <action>
        <name>Ray of Sickness (1st-Level Spell; Requires a Spell Slot)</name>
      <text>Ranged Spell Attack: +6 to hit, range 60 ft., one creature. 9 (2d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned until the end of the master of souls' next turn. If the master of souls casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</text>
      <attack>Ray of Sickness (1st-Level Spell; Requires a Spell Slot)|+6|2d8</attack>
      </action>
    <action>
        <name>Scorching Ray (2nd-Level Spell; Requires a Spell Slot)</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one target per ray (3 rays if a 2nd-level spell slot is used, 4 rays if a 3rd-level spell slot is used). 7 (2d6) fire damage per ray.</text>
      <attack>Scorching Ray (2nd-Level Spell; Requires a Spell Slot)|+6|2d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The master of souls is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): chill touch (see "Actions" below), mage hand, message, prestidigitation</text>
      <text>• 1st level (4 slots): burning hands, detect magic, ray of sickness (see "Actions" below), shield</text>
      <text>• 2nd level (3 slots): darkness, misty step, scorching ray (see "Actions" below)</text>
      <text>• 3rd level (2 slots): animate dead, fireball</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>chill touch, mage hand, message, prestidigitation, burning hands, detect magic, ray of sickness, shield, darkness, misty step, scorching ray, animate dead, fireball</spells>
    <description>Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Source: Baldur's Gate: Descent Into Avernus p. 234</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mortlock Vanthampur</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>90 (12d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>17</con>
    <int>10</int>
    <wis>12</wis>
    <cha>13</cha>
    <save></save>
    <skill>Athletics +6, Intimidation +5</skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Indomitable (2/Day)</name>
      <text>Mortlock can reroll a saving throw that he fails. He must use the new roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Mortlock makes two attacks with his greatclub.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage, plus 5 (2d4) bludgeoning damage if Mortlock has taken any damage since his last turn.</text>
      <attack>Greatclub|+6|2d4+4</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage.</text>
      <attack>Heavy Crossbow|+4|1d10+2</attack>
      </action>
    <description>Mortlock is tolerated by his mother, Duke Thalamra Vanthampur, and despised by his older brothers, Thurstwell and Amrik, who view him as a simpleton and an abomination. Half of Mortlock's face was scarred by fire when he was a child, and his disfigurement gives him a fearsome countenance.
Source: Baldur's Gate: Descent Into Avernus p. 26</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Necromite of Myrkul</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>15</con>
    <int>16</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Arcana +5, Religion +5</skill>
    <passive>10</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Skull Flail</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage.</text>
      <attack>Skull Flail|+2|1d8</attack>
      </action>
    <action>
        <name>Claws of the Grave</name>
      <text>Ranged Spell Attack: +5 to hit, range 90 ft., one target. 8 (2d4 + 3) necrotic damage.</text>
      <attack>Claws of the Grave|+5|2d4+3</attack>
      </action>
    <description>Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Source: Baldur's Gate: Descent Into Avernus p. 234</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Necrotic Centipede</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>195 (17d12+85)</hp>
    <speed>walk 30 ft., burrow 20 ft.</speed>
    <str>24</str>
    <dex>13</dex>
    <con>21</con>
    <int>4</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>11</cr>
    <resist></resist>
    <immune>cold, fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the centipede or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) necrotic damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the centipede can't bite another target.</text>
      <attack>Bite|+11|6d10+7</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The centipede makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the centipede, and it takes 21 (6d6) acid damage at the start of each of the centipede's turns.</text>
      <text>If the centipede takes 30 damage or more on a single turn from a creature inside it, the centipede must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he centipede. If the centipede dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.</text>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 119</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Night Blade</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>11</wis>
    <cha>14</cha>
    <save></save>
    <skill>Intimidation +4, Stealth +6</skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60</senses>
    <trait>
        <name>Aura of Murder</name>
      <text>As long as the night blade is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <description>Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.
Source: Baldur's Gate: Descent Into Avernus p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nine-Fingers Keene</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral</alignment>
    <ac>15 (leather armor)</ac>
    <hp>84 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>14</con>
    <int>13</int>
    <wis>17</wis>
    <cha>14</cha>
    <save>Dex +7, Int +4</save>
    <skill>Acrobatics +10, Deception +5, Insight +6, Intimidation +5, Perception +6, Sleight of hand +10, Stealth +10</skill>
    <passive>16</passive>
    <languages>Common, Thieves' cant</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of her turns in combat, Nine-Fingers can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Dagger Thrower</name>
      <text>Nine-Fingers adds double her proficiency bonus to the damage she deals on ranged attacks made with daggers (already factored into her attacks).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Nine-Fingers attacks three times with her daggers.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage, plus 6 piercing damage if it's a ranged attack.</text>
      <attack>Dagger|+7|1d4+4</attack>
      </action>
    <reaction>
        <name>Uncanny Dodge</name>
      <text>Nine-Fingers halves the damage that she takes from an attack that hits her. She must be able to see the attacker.</text>
      </reaction>
    <description>The current leader of the Guild, Nine-Fingers Keene, disdains flashy garb and illusion magic. She appears to the world as she is: an unassuming woman of middling age and build. Her forgettable looks have proven her greatest asset as a thief, as her victims have trouble recognizing her even when they meet her again face-to-face. Keene's leadership over the years earned her a reputation of thoughtful pragmatism. When necessary, she seeks revenge for offenses against the Guild—provided doing so is profitable. Her methods are vicious when necessary, and she is as feared as she is respected.
Keene has become increasingly intolerant of the populous tide turning against her organization. While the occasional rabble-rouser has always impeded criminal business, the rise of organized crews and vigilantes is interfering with Guild operations. After a carefully coordinated attack on a patriar's estate fell to pieces when a vigilante clumsily alerted the estate guards, Keene declared open season on do-gooders of all stripes.
Source: Baldur's Gate: Descent Into Avernus p. 170</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Peacock</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>5 (1d8+1)</hp>
    <speed>walk 10 ft., fly 50 ft.</speed>
    <str>7</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>12</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight and Smell</name>
      <text>The peacock has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The peacock has advantage on an attack roll against a creature if at least one of the peacock's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Beak|+2|1d4</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 195</description>
    <environment>grassland, hill, desert</environment>
    </monster>
  <monster>
      <name>Princeps Kovik</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>85 (10d8+40)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>18</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save>Con +7, Wis +4, Cha +5</save>
    <skill></skill>
    <passive>8</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede Kovik's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Kovik has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Kovik makes two attacks with its chains.</text>
      </action>
    <action>
        <name>Chain</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if Kovik isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.</text>
      <attack>Chain|+8|2d6+4</attack>
      </action>
    <action>
        <name>Animate Chains (Recharges after a Short or Long Rest)</name>
      <text>Up to four chains Kovik can see within 60 feet of it magically sprout razor-edged barbs and animate under Kovik's control, provided that the chains aren't being worn or carried.</text>
      <text>Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When Kovik uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if Kovik is incapacitated or dies.</text>
      </action>
    <reaction>
        <name>Unnerving Mask</name>
      <text>When a creature Kovik can see starts its turn within 30 feet of Kovik, Kovik can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see Kovik, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.</text>
      </reaction>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 91</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Raggadragga</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>10 (in humanoid form, 11 (natural armor) in boar or hybrid form)</ac>
    <hp>120 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>15</con>
    <int>10</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Common (can't speak in boar form)</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>Raggadragga can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Charge (Boar or Hybrid Form Only)</name>
      <text>If Raggadragga moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Relentless (Recharges after a Short or Long Rest)</name>
      <text>If Raggadragga takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>Raggadragga makes two attacks, only one of which can be with its tusks.</text>
      </action>
    <action>
        <name>Maul (Humanoid or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Maul (Humanoid or Hybrid Form Only)|+5|2d6+3</attack>
      </action>
    <action>
        <name>Tusks (Boar or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.</text>
      <attack>Tusks (Boar or Hybrid Form Only)|+5|2d6+3</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 87</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Reaper of Bhaal</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 40 ft.</speed>
    <str>11</str>
    <dex>20</dex>
    <con>13</con>
    <int>15</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Intimidation +5, Perception +3, Persuasion +5, Stealth +9</skill>
    <passive>13</passive>
    <languages>Common</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aura of Murder</name>
      <text>As long as the reaper is not incapacitated, hostile creatures within 5 feet of it gain vulnerability to piercing damage unless they have resistance or immunity to such damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The reaper makes two dagger attacks and uses Shroud Self.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d4 + 5) piercing damage.</text>
      <attack>Dagger|+7|1d4+5</attack>
      </action>
    <action>
        <name>Shroud Self</name>
      <text>The reaper magically turns invisible until the start of its next turn. This invisibility ends if the reaper makes an attack roll, makes a damage roll, or casts a spell.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The reaper's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: charm person, disguise self, sanctuary</text>
      </trait>
    <spells>charm person, disguise self, sanctuary</spells>
    <description>Bhaal's cultists emulate their deity, carrying out gruesome murders to spread fear and horror. They are charming and disarming when they wish, but in combat their true, bloodthirsty nature comes to the fore.
Bloodletters. All cultists of Bhaal learn to call upon their god's power to leave their victims vulnerable to their long-bladed knives. When Bhaal's magic works its power, stab wounds erupt in terrible gouts of blood. Seemingly minor wounds plunge deep into a victim's body and cause terrible pain and bleeding.
Killers from the Shadows. Bhaal's followers are cunning murderers who kill to strike fear and thrive on sowing terror in the cities they inhabit. They can call upon their god's power to blend into the shadows with ease, or even turn invisible for a crucial moment.
Cult Ranks. Low-ranking cultists of Bhaal are called night blades, whom Bhaal blesses with darkvision and superior stealth. Reapers are the next rank up. They gain the ability to turn invisible and can use Bhaal's magic to evade suspicion. The highest rank are the death's heads, who can take on the skull-faced guise of their deity to terrify their prey. In combat, they intimidate foes by shrugging off the deadliest attacks with ease, showing that resisting Bhaal's schemes is futile.
Source: Baldur's Gate: Descent Into Avernus p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rilsa Rael</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral</alignment>
    <ac>15 (leather armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>18</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +6, Wis +2</save>
    <skill>Acrobatics +6, Athletics +4, Deception +4, Perception +2, Sleight of hand +6, Stealth +6</skill>
    <passive>12</passive>
    <languages>Common, Thieves' cant</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of her turns in combat, Rilsa can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Focus</name>
      <text>If Rilsa damages a creature with a weapon attack, she gains advantage on attack rolls against that target until the end of her next turn.</text>
      </trait>
    <trait>
        <name>Tactical Leadership</name>
      <text>As a bonus action, Rilsa chooses one creature she can see within 30 feet of her. The creature doesn't provoke opportunity attacks until the end of its next turn, provided it can hear Rilsa's commands.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Rilsa makes three weapon attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Shortsword|+6|1d6+4</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.</text>
      <attack>Dagger|+6|1d4+4</attack>
      </action>
    <description>The Guild kingpin of Little Calimshan. Among Little Calimshan's most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city—and the best place to fence stolen gems, as it's also the local Guild headquarters. In addition to hosting regular public forums in her shop, Rael tacitly oversees the Garden of Whispers, a maze of wood-and-paper screens where people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity.
Source: Baldur's Gate: Descent Into Avernus p. 199</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skeletal Rats</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>24 (7d8-7)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>11</dex>
    <con>9</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The swarm has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+2|2d6</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 23</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Skull Lasher of Myrkul</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>15</con>
    <int>16</int>
    <wis>13</wis>
    <cha>10</cha>
    <save>Wis +3</save>
    <skill>Arcana +5, Religion +5</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The skull lasher makes two attacks with its flail.</text>
      </action>
    <action>
        <name>Iron Skull Flail</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d8) bludgeoning damage plus 7 (2d6) necrotic damage, and the target has disadvantage on all saving throws until the end of the skull lasher's next turn.</text>
      <attack>Iron Skull Flail|+2|1d8</attack>
      </action>
    <action>
        <name>Ray of Sickness (1st-Level Spell; Requires a Spell Slot)</name>
      <text>Ranged Spell Attack: +5 to hit, range 60 ft., one creature. 9 (2d8) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of the skull lasher's next turn. If the skull lasher casts this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.</text>
      <attack>Ray of Sickness (1st-Level Spell; Requires a Spell Slot)|+5|2d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The skull lasher is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, message, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, protection from evil and good, ray of sickness (see "Actions" below), shield</text>
      <text>• 2nd level (2 slots): darkness, misty step</text>
      </trait>
    <slots>4, 2</slots>
    <spells>mage hand, message, prestidigitation, detect magic, protection from evil and good, ray of sickness, shield, darkness, misty step</spells>
    <description>Those who follow Myrkul are either wizards or those who seek to master the necromantic arts.
Delvers into Lore. Cultists of Myrkul study rituals that allow them to force the souls of the dead into service, compelling them to answer questions and share forgotten lore. They seek out arcane secrets in ancient ruins, and attempt to steal spellbooks and other tomes from wizards outside of the cult.
Cult Ranks. A follower of Myrkul wields a flail that has a skull replacing the normal flail's striking head. Necromites are initiates who have not yet mastered arcane magic and rely on their flails in battle. Skull lashers are spellcasters who use magic to augment their combat abilities. The Masters of Souls delve deep into Myrkul's secrets, allowing them to animate the dead and perform other grave magic.
Source: Baldur's Gate: Descent Into Avernus p. 234</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Smiler the Defiler</name>
    <size>M</size>
    <type>fey (elf)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (+2 leather armor)</ac>
    <hp>165 (22d8+66)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>20</dex>
    <con>16</con>
    <int>18</int>
    <wis>11</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +7, Persuasion +7</skill>
    <passive>10</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Step (Recharge 4-6)</name>
      <text>As a bonus action, Smiler can teleport up to 30 feet to an unoccupied space that he can see or to the empty seat of his infernal war machine.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Smiler has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Equipment</name>
      <text>Smiler wears +2 leather armor. He carries seven soul coins in a bag and a +1 shortsword</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Smiler makes two weapon attacks. He can cast a spell in place of one of these attacks.</text>
      </action>
    <action>
        <name>+1 Shortsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d6 + 6) piercing damage.</text>
      <attack>+1 Shortsword|+9|1d6+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Smiler's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, Tasha's hideous laughter</text>
      <text>3/day each: confusion, enthrall, suggestion</text>
      <text>1/day each: hallucinatory terrain, Otto's irresistible dance</text>
      </trait>
    <spells>charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance</spells>
    <description>Smiler has an unnerving smile—hence his name.
A more apt name for this eladrin would be Smiler the Beguiler, as he's constantly trying to intoxicate others with his relentless optimism and shocking recklessness. Smiler thinks he can accomplish anything with a positive attitude and some death-defying stunt. Although he admits others might end up getting killed by his actions, he believes he can bend the multiverse to his whims if he tries hard enough. He's really quite insane.
One of Smiler's favorite antics is to use a hallucinatory terrain spell to create a little bit of the Feywild in Avernus: a beautiful woodland glade in which to lose himself for a few hours while he meditates and plots.
This eladrin adventurer from the Feywild became stranded in Avernus after his companions abandoned him. He has spent the past seventy years roaming Avernus, making deals with fiends to survive. Smiler eventually sold his soul to a pit fiend, who gave him the means to topple a nycaloth warlord named Yarrasto. Smiler took control of the nycaloth's warband and their infernal war machines. Smiler's gang came to be known as Smiler's Defilers, and their ferocity terrified the other warlords of Avernus for a while.
Three of Smiler's rivals—Bitter Breath, Feonor, and Princeps Kovik—joined forces to wipe out Smiler's Defilers. Smiler escaped and tears around Avernus on a Devil's Ride, looking for adventurers willing to help him get revenge on the warlords who ganged up on him. Mad Maggie remains his only ally, though he refuses to join her gang.
Source: Baldur's Gate: Descent Into Avernus p. 133</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sylvira Savikas</name>
    <size>M</size>
    <type>humanoid (tiefling)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13, Investigation +2</skill>
    <passive>12</passive>
    <languages>any six languages, Infernal</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin), fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Sylvira has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Sylvira is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Sylvira can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): teleport</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*Sylvira casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <trait>
        <name>Innate Spellcasting</name>
      <text>&lt;$title_short_name$&gt;'s innate spellcasting ability is Charisma (spell save DC 15). &lt;$title_short_name$&gt; can innately cast the following spells, requiring no material components:</text>
      <text>At will: thaumaturgy</text>
      <text>1/day each: darkness, hellish rebuke</text>
      </trait>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop, thaumaturgy, darkness, hellish rebuke</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 46</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Thavius Kreeg</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>10</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>10</dex>
    <con>11</con>
    <int>15</int>
    <wis>18</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Medicine +6, Persuasion +5, Religion +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shadow of Guilt</name>
      <text>Thavius's shadow is that of a pudgy, horned devil with small wings.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
      <attack>Mace|+3|1d6+1</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 42</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Thurstwell Vanthampur</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Lawful Evil</alignment>
    <ac>9</ac>
    <hp>5 (2d8-4)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>8</dex>
    <con>6</con>
    <int>15</int>
    <wis>17</wis>
    <cha>12</cha>
    <save></save>
    <skill>Deception +3, Insight +5, Perception +5, Religion +4</skill>
    <passive>15</passive>
    <languages>Common, Elvish, Infernal</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dark Devotion</name>
      <text>Thurstwell has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <action>
        <name>Sacred Flame (Cantrip)</name>
      <text>Flame-like radiance descends on one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.</text>
      <attack>Sacred Flame (Cantrip)||1d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Thurstwell is a 2nd-level spellcaster. His spellcasting ability is Wisdom (spell save DC 13). He has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, sacred flame (see "Actions" below), thaumaturgy</text>
      <text>• 1st level (3 slots): command, detect evil and good, sanctuary</text>
      </trait>
    <slots>3</slots>
    <spells>guidance, sacred flame, thaumaturgy, command, detect evil and good, sanctuary</spells>
    <description>Thurstwell is a pale and sullen recluse in his forties. A veritable shut-in, he uses imps to spy on his brothers, Amrik and Mortlock. Thurstwell resents both of them—Amrik for being their mother's favorite, and Mortlock for being a monstrous dolt.
Source: Baldur's Gate: Descent Into Avernus p. 34</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Torogar Steelfist</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>168 (16d10+80)</hp>
    <speed>walk 40 ft.</speed>
    <str>25</str>
    <dex>17</dex>
    <con>20</con>
    <int>8</int>
    <wis>9</wis>
    <cha>16</cha>
    <save>Str +11, Con +9</save>
    <skill></skill>
    <passive>9</passive>
    <languages>Abyssal, Common</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Goring Rush</name>
      <text>Immediately after using the Dash action, Torogar can make one melee attack with his horns.</text>
      </trait>
    <trait>
        <name>Labyrinthine Recall</name>
      <text>Torogar can perfectly recall any path he has traveled.</text>
      </trait>
    <trait>
        <name>Rage (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, Torogar can enter a rage that lasts for 1 minute. The rage ends early if Torogar is knocked unconscious or if his turn ends and he hasn't attacked a hostile creature or taken damage since his last turn. While raging, Torogar gains the following benefits:</text>
      <text>He has advantage on Strength checks and Strength saving throws.</text>
      <text>He deals an extra 3 damage when he hits a target with a melee weapon attack.</text>
      <text>He has resistance to bludgeoning, piercing, and slashing damage.</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>Torogar wears gauntlets of flaming fury and a belt of fire giant strength. Without the belt, his Strength is 21. He also carries a soul coin.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Torogar makes three attacks: two with his scimitars and one with his horns.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage, or 17 (2d6 + 10) slashing damage while raging, plus 3 (1d6) fire damage from the gauntlets of flaming fury.</text>
      <attack>Scimitar|+11|2d6+7</attack>
      </action>
    <action>
        <name>Horns</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 16 (2d8 + 7) piercing damage, or 19 (2d8 + 10) piercing damage while raging.</text>
      <attack>Horns|+11|2d8+7</attack>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 112</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Traxigor</name>
    <size>T</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13</skill>
    <passive>12</passive>
    <languages>any six languages</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>Traxigor has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>Traxigor is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). Traxigor can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): plane shift</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*Traxigor casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, plane shift, mind blank, time stop</spells>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 50</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tressym (monstrosity)</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>12</ac>
    <hp>5 (2d4)</hp>
    <speed>walk 40 ft., climb 30 ft., fly 40 ft.</speed>
    <str>3</str>
    <dex>15</dex>
    <con>10</con>
    <int>11</int>
    <wis>12</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>understands Common but can't speak</languages>
    <cr>0</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Detect Invisibility</name>
      <text>Within 60 feet of the Tressym (monstrosity), magical invisibility fails to conceal anything from the Tressym (monstrosity)'s sight</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The Tressym (monstrosity) has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Poison Sense</name>
      <text>The Tressym (monstrosity) can detect whether a substance is poisonous by taste, touch, or smell.</text>
      </trait>
    <trait>
        <name>Familiar</name>
      <text>With the DM's permission, a person who casts the find familiar spell can choose to conjure a Tressym (monstrosity) in stead of a normal cat.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 241, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ulder Ravengard</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Neutral</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 25 ft.</speed>
    <str>17</str>
    <dex>14</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>17</cha>
    <save>Con +6, Wis +3</save>
    <skill>Athletics +6, Intimidation +6, Perception +3</skill>
    <passive>13</passive>
    <languages>Common</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>Ulder makes three melee attacks, only one of which can be with his shield.</text>
      </action>
    <action>
        <name>+1 Longsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage when used with two hands.</text>
      <attack>+1 Longsword|+7|1d8+4</attack>
      </action>
    <action>
        <name>Shield</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and Ulder pushes the target 5 feet away from him. Ulder then enters the space vacated by the target. If the target is pushed to within 5 feet of a creature friendly to Ulder, the target provokes an opportunity attack from that creature.</text>
      <attack>Shield|+6|1d6+3</attack>
      </action>
    <reaction>
        <name>Guardian Strike</name>
      <text>If an enemy within 5 feet of Ulder attacks a target other than him, Ulder can make a melee attack against that enemy.</text>
      </reaction>
    <description>Ulder Ravengard is a fearless soldier who rose up through the ranks of the Flaming Fist to become its supreme marshal. Ravengard used his military position and influence to secure for himself a seat on the Council of Four. Following the deaths of two council members amid a cloud of corruption and scandal, he persuaded the Parliament of Peers to back his election to grand duke.
Upon ascending to the highest position in the city government, Ravengard refused to relinquish command of the Flaming Fist, making him the most powerful figure in the city by far. This decision has not endeared him to anyone, but Ravengard could care less about his popularity. His only concerns are the stability and prosperity of Baldur's Gate, and he doesn't trust any of the other dukes or anyone in the Parliament of Peers to put the city's interests before their own.
Ravengard rose to grand duke on a platform largely backed by idealistic commoners and enemies of the other established dukes. While he won election handily, Ravengard has struggled in performing his duties, finding his hands tied at every turn by both overt and invisible bureaucracy. Despite this, he's been a voice of reason and common sense on the Council of Four—if not the egalitarianism some hoped. He's also proven largely resistant to scandal and corruption, though many of his fellow dukes and those in the Parliament of Peers still regularly outmaneuver him politically. One of his only obvious pleasures remains the surprise inspections he regularly visits upon the troops at Wyrm's Rock.
Ravengard was recently tricked into attending a diplomatic summit in Elturel, unaware that his political enemies in Baldur's Gate orchestrated this meeting in a fiendish plot to remove him from power. In his absence, the Flaming Fist is leaderless, the council rudderless.
Source: Baldur's Gate: Descent Into Avernus p. 70</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Undead Tree</name>
    <size>H</size>
    <type>plant</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>23</str>
    <dex>8</dex>
    <con>21</con>
    <int>12</int>
    <wis>16</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Common, Druidic, Elvish, Sylvan</languages>
    <cr>9</cr>
    <resist>bludgeoning, piercing</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>False Appearance</name>
      <text>While the tree remains motionless, it is indistinguishable from a normal tree.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The tree deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tree makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|3d6+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+10|4d10+6</attack>
      </action>
    <action>
        <name>Animate Trees (1/Day)</name>
      <text>The tree magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a tree, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the tree. The tree remains animate for 1 day or until it dies; until the tree dies or is more than 120 feet from the tree; or until the tree takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</text>
      </action>
    <description>
Source: Baldur's Gate: Descent Into Avernus p. 23</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Anarch</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13 (hide armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>13</dex>
    <con>12</con>
    <int>9</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +2, Survival +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the anarch can move up to its speed toward a hostile creature it can see.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The anarch deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Spiked Club</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 7 (1d10 + 2) piercing damage if used with two hands.</text>
      <attack>Spiked Club|+4|1d8+2</attack>
      </action>
    <description>The rank-and-file members of the Gruul Clans, called anarchs, despise civilization and have sworn to tear down both its physical structures and its institutions. Anarchs scavenge everything, from the hide armor they wear to the weapons they wield. As they pick through the refuse of the rubblebelts, they sometimes come across magic items and other valuable treasures.
Source: Guildmasters' Guide to Ravnica p. 239</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Archon of the Triumvirate</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>19</con>
    <int>15</int>
    <wis>21</wis>
    <cha>18</cha>
    <save>Con +9, Wis +10, Cha +9</save>
    <skill>Insight +10, Perception +10</skill>
    <passive>20</passive>
    <languages>all</languages>
    <cr>14</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Eye of the Law</name>
      <text>As a bonus action, the archon can target a creature it can see within 120 feet of it and determine which laws that creature has broken in the last 24 hours.</text>
      </trait>
    <trait>
        <name>Mount</name>
      <text>If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount gain advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The archon makes two Hammer of Justice attacks.</text>
      </action>
    <action>
        <name>Hammer of Justice</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 18 (4d8) force damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.</text>
      <attack>Hammer of Justice|+10|2d6+5</attack>
      </action>
    <action>
        <name>Pacifying Presence</name>
      <text>Each creature of the archon's choice that the archon can see within 120 feet of it must succeed on a DC 18 Wisdom saving throw, or else the target drops any weapons it is holding, ends its concentration on any spells or other effects, and becomes charmed by the archon for 1 minute. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the archon's Pacifying Presence for the next 24 hours.</text>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Rejoin Mount</name>
      <text>If the archon isn't mounted, it magically teleports to its steed and mounts it as long as the archon and its steed are on the same plane of existence.</text>
      </legendary>
    <legendary>
        <name>Smite (Costs 2 Actions)</name>
      <text>The archon makes a Hammer of Justice attack, and then its mount can use its reaction to make a melee weapon attack.</text>
      </legendary>
    <legendary>
        <name>Detention (Costs 3 Actions)</name>
      <text>The archon targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Charisma saving throw or be magically teleported to a harmless demiplane until the end of the archon's next turn, whereupon the target reappears in the space it left or the nearest unoccupied space if that space is occupied.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The archon's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:</text>
      <text>At will: calm emotions, command, compelled duel</text>
      </trait>
    <spells>calm emotions, command, compelled duel</spells>
    <description>Archons are enigmatic, supernatural embodiments of the harshest aspects of law and order. They espouse a rigid sense of justice and deal ruthless punishment to those who break the law. This nature often aligns them with the Azorius Senate, and they are commonly seen circling above the Azorius guildhall astride their winged felidar mounts, soaring alongside griffon-mounted hussars.
An archon appears as an armored humanoid figure, nearly always mounted. Its face is usually shadowed beneath a large hood; those who have seen beneath the hood describe a face of celestial beauty with a stern expression and blank white eyes.
Eternal Riders. The bond between an archon and its winged felidar mount is so close that the two are sometimes considered a single being, acting with a single mind. If an archon is ever thrown from its saddle, it can magically return to its place astride its mount in an instant.
Immortal Nature. An archon doesn't require food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 192</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Arclight Phoenix</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>16</ac>
    <hp>142 (19d8+57)</hp>
    <speed>walk 0 ft., fly 120 ft.</speed>
    <str>15</str>
    <dex>22</dex>
    <con>17</con>
    <int>5</int>
    <wis>12</wis>
    <cha>7</cha>
    <save>Dex +10</save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>12</cr>
    <resist>thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The arclight phoenix doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Grounded Lightning</name>
      <text>The first time on a turn that the arclight phoenix touches the ground, it takes 11 (2d10) force damage.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The arclight phoenix sheds bright light in a 15-foot radius and dim light for an additional 15 feet.</text>
      </trait>
    <trait>
        <name>Lightning Form</name>
      <text>The arclight phoenix can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 9 (2d8) lightning damage. In addition, the arclight phoenix 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 9 (2d8) lightning damage.</text>
      </trait>
    <trait>
        <name>Crackling Death</name>
      <text>When the arclight phoenix dies, it explodes. Each creature within 30 feet of it must make a DC 18 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one. The explosion destroys the phoenix but leaves behind a Tiny, warm egg with a mizzium shell. The egg contains the embryo of a new arclight phoenix. It hatches when it is in the area of a spell that deals lightning damage, or if a creature touches the egg and expends spell slots whose combined levels equal 13 or more. When it hatches, the egg releases a new arclight phoenix that appears in the egg's space.</text>
      </trait>
    <action>
        <name>Arclight Touch</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 27 (6d8) lightning damage, and lightning jumps from the target to one creature of the phoenix's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 18 Dexterity saving throw or take 27 (6d8) lightning damage.</text>
      <attack>Arclight Touch|+10|6d8</attack>
      <attack>Arclight Touch||6d8</attack>
      </action>
    <description>An arclight phoenix is variously said to be a byproduct of a lightning strike on an aviary, a mishap in an effort to create a translocation device, or a successful attempt to create an elemental creature in the form of a majestic bird.
Whatever its origin, an arclight phoenix looks like a bird of prey formed entirely of electrical energy. Lightning fans out behind it as it bolts from place to place through the sky, making up in speed what it lacks in grace and majesty. It seems happiest during natural thunderstorms, as it darts among the clouds, gliding alongside thunderbolts.
Elemental Nature. An arclight phoenix doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 193</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aurelia</name>
    <size>M</size>
    <type>celestial (angel)</type>
    <alignment>Lawful Good</alignment>
    <ac>22 (natural armor)</ac>
    <hp>287 (25d8+175)</hp>
    <speed>walk 50 ft., fly 150 ft.</speed>
    <str>26</str>
    <dex>24</dex>
    <con>25</con>
    <int>17</int>
    <wis>25</wis>
    <cha>30</cha>
    <save>Dex +14, Con +14, Cha +17</save>
    <skill>Insight +14, Perception +14</skill>
    <passive>24</passive>
    <languages>all</languages>
    <cr>23</cr>
    <resist>necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Aurelia fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Aurelia has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Aurelia makes three longsword attacks and uses Leadership.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 12 (1d8 + 8) slashing damage, or 13 (1d10 + 8) slashing damage when used with two hands, plus 27 (6d8) radiant damage.</text>
      <attack>Longsword|+15|1d8+8</attack>
      </action>
    <action>
        <name>Leadership</name>
      <text>Aurelia utters a few inspiring words to one creature she can see within 30 feet of her. If the creature can hear her, it can add a d10 to one attack roll or saving throw it makes before the start of Aurelia's next turn.</text>
      </action>
    <action>
        <name>Warleader's Helix (Recharge 5-6)</name>
      <text>Ranged Spell Attack: +17 to hit, range 60 ft., one creature. 54 (12d8) radiant damage, and Aurelia can choose another creature she can see within 10 feet of the target. The second creature regains 27 (6d8) hit points.</text>
      <attack>Warleader's Helix (Recharge 5-6)|+17|12d8</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>Aurelia adds 7 to her AC against one melee attack that would hit her. To do so, Aurelia must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <reaction>
        <name>Unyielding</name>
      <text>When Aurelia is subjected to an effect that would move her, knock her prone, or both, she can use her reaction to be neither moved nor knocked prone.</text>
      </reaction>
    <legendary>
        <text>Aurelia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Aurelia regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Command Allies</name>
      <text>Aurelia chooses up to three creatures she can see within 30 feet of her. If a chosen creature can see or hear Aurelia, it can immediately use its reaction to make one weapon attack, with advantage on the attack roll.</text>
      </legendary>
    <legendary>
        <name>Longsword Attack (Costs 2 Actions)</name>
      <text>Aurelia makes one longsword attack.</text>
      </legendary>
    <legendary>
        <name>Frighten Foes (Costs 3 Actions)</name>
      <text>Aurelia targets up to five creatures she can see within 30 feet of her. Each target must succeed on a DC 25 Wisdom saving throw or be frightened of her until the end of her next turn. Any target within 5 feet of Aurelia has disadvantage on the saving throw.</text>
      </legendary>
    <description>The angel Aurelia leads the Boros Legion. During the years of her leadership, she has shown a strong appreciation for the ordinary citizens who are often caught in the middle of interguild violence.
True justice, Aurelia argues, isn't merely the enforcement of the letter of existing laws (let the Azorius fret over that), but the establishment of equitable and compassionate relationships among all of Ravnica's people. That means protecting the weak from the depredations of the strong, sheltering the innocents who are threatened by war, and ensuring that enforcement of the law doesn't become oppressive. Aurelia actively supports efforts to establish a lasting peace among the guilds in the absence of the Guildpact.
Aurelia prefers to lead the Boros Legion from the front. She brings swift and unrelenting punishment to the wicked, and her temper is legendary.
Immortal Nature. Aurelia doesn't require food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 230</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Battleforce Angel</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (plate armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>13</con>
    <int>11</int>
    <wis>17</wis>
    <cha>18</cha>
    <save>Wis +6, Cha +7</save>
    <skill>Investigation +3, Perception +6</skill>
    <passive>16</passive>
    <languages>all</languages>
    <cr>5</cr>
    <resist>fire, radiant</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 120 ft., truesight 120 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The angel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The angel makes two melee attacks. It also uses Battlefield Inspiration.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands, plus 18 (4d8) radiant damage. If the target is within 5 feet of any of the angel's allies, the target takes an extra 2 (1d4) radiant damage.</text>
      <attack>Longsword|+6|1d8+3</attack>
      </action>
    <action>
        <name>Battlefield Inspiration</name>
      <text>The angel chooses up to three creatures it can see within 30 feet of it. Until the end of the angel's next turn, each target can add a d4 to its attack rolls and saving throws.</text>
      </action>
    <description>Battleforce angels are the radiant hosts that soar into combat, bathed in the light of Boros zeal. They lead companies of mortal soldiers from above or fly ahead of roc-mounted skyknights. They don't shy away from the blood, pain, and confusion of combat; rather, they immerse themselves in the shifting tides of battle. Only by wading into the battle can they fulfill their responsibility to carry out the commands of the warleaders by adapting their tactics to the shifting situation on the ground.
Boros Angels. Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.
Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.
Warleaders. The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.
Source: Guildmasters' Guide to Ravnica p. 189</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Biomancer</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Neutral Good</alignment>
    <ac>17 (splint armor)</ac>
    <hp>110 (17d8+34)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>14</con>
    <int>20</int>
    <wis>14</wis>
    <cha>15</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +9, Nature +9</skill>
    <passive>12</passive>
    <languages>Common plus any one language</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Bolstering Presence</name>
      <text>The biomancer magically emanates life-giving energy within 30 feet of itself. Any ally of the biomancer that starts its turn there regains 5 (1d10) hit points.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The biomancer has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+6|1d6+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The biomancer is a 16th-level Simic spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The biomancer has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, light, mending, poison spray, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, grease, shield</text>
      <text>• 2nd level (3 slots): alter self, darkvision, enlarge/reduce, hold person</text>
      <text>• 3rd level (3 slots): counterspell, dispel magic, haste, protection from energy</text>
      <text>• 4th level (3 slots): confusion, conjure minor elementals, polymorph</text>
      <text>• 5th level (2 slots): cone of cold, creation, hold monster</text>
      <text>• 6th level (1 slots): move earth, wall of ice</text>
      <text>• 7th level (1 slots): prismatic spray</text>
      <text>• 8th level (1 slots): control weather</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>acid splash, light, mending, poison spray, shocking grasp, detect magic, grease, shield, alter self, darkvision, enlarge/reduce, hold person, counterspell, dispel magic, haste, protection from energy, confusion, conjure minor elementals, polymorph, cone of cold, creation, hold monster, move earth, wall of ice, prismatic spray, control weather</spells>
    <description>Nearly all the innovation and advancement in Simic bioengineering comes from the work of biomancers. Specialists in hybridizing and altering creatures through a mixture of science and magic, they have spawned countless hybrids and krasis in search of the perfect union between nature and civilization.
Source: Guildmasters' Guide to Ravnica p. 256</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Blistercoil Weird</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 40 ft., swim 60 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>15</con>
    <int>5</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Draconic</languages>
    <cr>4</cr>
    <resist>cold, fire; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Feed on Fire</name>
      <text>If the weird takes fire damage from a spell or other magical effect, its size increases by one category. If there isn't enough room for the weird to increase in size, it attains the maximum size possible in the space available. While the weird is Large or bigger, it makes Strength checks and saving throws with advantage. If the weird starts its turn at Gargantuan size, the weird releases energy in an explosion. Each creature within 30 feet of the weird must make a DC 12 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects in the area that aren't being worn or carried. The weird's size then becomes Medium.</text>
      </trait>
    <trait>
        <name>Form of Fire and Water</name>
      <text>The weird can move through a space as narrow as 1 inch wide without squeezing. In addition, the weird can enter a hostile creature's space and stop there. The first time the weird enters another creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the burning creature takes 5 (1d10) fire damage at the start of each of its turns.</text>
      </trait>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the weird or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The weird sheds bright light in a 30-foot radius and dim light for an additional 30 feet.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) fire damage, or 11 (2d8 + 3) bludgeoning damage plus 14 (4d6) fire damage if the weird is Large or bigger.</text>
      <attack>Slam|+5|1d8+3</attack>
      </action>
    <description>A blistercoil weird is an anthropomorphic brute formed from water and molten rock. It absorbs energy from magical fire, causing its oozelike body to increase in size. During one disastrous experiment, Izzet researchers observed a blistercoil weird expanding to fill a six-story workshop before it released all its excess energy in an enormous explosion and returned to its original size.
Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.
Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 207</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Blood Drinker Vampire</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>90 (12d8+36)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>18</dex>
    <con>17</con>
    <int>16</int>
    <wis>13</wis>
    <cha>19</cha>
    <save>Dex +7, Con +6, Wis +4</save>
    <skill>Intimidation +7, Perception +4, Stealth +7</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>8</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The vampire makes three melee attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. If the target is humanoid, it must succeed on a DC 15 Charisma saving throw or be charmed by the vampire for 1 minute. While charmed in this way, the target is infatuated with the vampire. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Bite|+7|1d6+4</attack>
      </action>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Rapier|+7|1d8+4</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. The vampire can also grapple the target (escape DC 14) if it is a creature and the vampire has a hand free.</text>
      <attack>Unarmed Strike|+6|1d8+3</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The vampire adds 3 to its AC against one melee attack that would hit it. To do so, the vampire must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Plenty of blood drinkers haunt Ravnica's alleys and sewers, preying on those who are foolish enough to leave the relative safety of the crowds.
Orzhov Vampires. Vampires thrive in the Orzhov Syndicate, where they can collect tithes and payments from their debtors in the form of blood. Their undead nature gives them the same immortality enjoyed by the oligarch spirits, but they remain capable of experiencing all the delights of their corporeal forms. In contrast to Orzhov spirits, they also retain their personalities, which are almost uniformly cruel.
Blood Bond. Consuming a creature's blood creates a sort of empathic bond that allows the blood drinker vampire to exert some magical influence over its victim.
Vampires. Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.
The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.
Source: Guildmasters' Guide to Ravnica p. 223</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Blood Witch</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>15</con>
    <int>13</int>
    <wis>9</wis>
    <cha>19</cha>
    <save>Wis +2, Cha +7</save>
    <skill>Arcana +4, Intimidation +7, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Abyssal plus any one language (usually Common)</languages>
    <cr>7</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Blood Witch Dance</name>
      <text>The witch can use a bonus action to control the movement of one creature cursed by its hex spell that it can see within 30 feet of it. The creature must succeed on a DC 15 Charisma saving throw or use its reaction to move up to 30 feet in a direction of the witch's choice.</text>
      </trait>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the witch's darkvision.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The witch makes two attacks: one with its longsword and one with its shortsword.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Longsword|+6|1d8+3</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+6|1d6+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The witch's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The witch can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self, detect magic, eldritch blast (at 11th level), false life, levitate (self only), mage armor (self only)</text>
      <text>1/day each: circle of death, enthrall, suggestion</text>
      <text>3/day each: hellish rebuke, hex, scorching ray (at 3rd level)</text>
      </trait>
    <spells>alter self, detect magic, eldritch blast, false life, levitate, mage armor, circle of death, enthrall, suggestion, hellish rebuke, hex, scorching ray</spells>
    <description>Blood witches imagine themselves to be the intermediaries between Rakdos and his cult-the pinnacle of his priesthood, his trusted advisors, and the messengers who communicate his will to the scattered troupes and ringmasters. The Cult of Rakdos recognizes no authority but Rakdos, and the demon lord requires no advisors. Nonetheless, the blood witches are smart, charismatic, and powerful, so their voices do carry some weight.
Blood witches strive both to protect the cult from external interference and to punish those who bring harm to the guild. They claim grandiose titles, such as Tormentor of the Wojek, as a way of mocking their intended victims.
Source: Guildmasters' Guide to Ravnica p. 248</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bloodfray Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>103 (9d12+45)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>9</dex>
    <con>20</con>
    <int>7</int>
    <wis>8</wis>
    <cha>9</cha>
    <save>Str +9, Con +8, Wis +2</save>
    <skill>Athletics +9, Perception +2</skill>
    <passive>12</passive>
    <languages>Giant</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Chain</name>
      <text>Melee Weapon Attack: +9 to hit, reach 20 ft., one target. 16 (3d6 + 6) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until the grapple ends, the target is restrained, and the giant can't use this attack on anyone else.</text>
      <attack>Chain|+9|3d6+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
      <attack>Rock|+9|3d6+6</attack>
      </action>
    <reaction>
        <name>Furious Defense</name>
      <text>After a creature the giant can see is dealt damage by a foe within 20 feet of the giant, the giant makes a chain attack against that foe.</text>
      </reaction>
    <description>Giants in the Cult of Rakdos act as enforcers, bouncers, and sometimes even pillars, holding the mobile platforms that serve as stages for Rakdos performances. Like other members of the cult, giants thrill to the violence of those shows. Though they can seem entranced by the horror unfolding on the stage, they react quickly and brutally to any interruption of the performance.
Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
Source: Guildmasters' Guide to Ravnica p. 200</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Borborygmos</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>270 (20d12+140)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>11</dex>
    <con>24</con>
    <int>8</int>
    <wis>17</wis>
    <cha>16</cha>
    <save>Str +13, Con +13, Wis +9</save>
    <skill>Athletics +13, Insight +9, Survival +9</skill>
    <passive>13</passive>
    <languages>Common, Giant</languages>
    <cr>18</cr>
    <resist>poison, psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>tremorsense 60 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Borborygmos fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Poor Depth Perception</name>
      <text>Borborygmos has disadvantage on any attack roll against a target more than 30 feet away.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>Borborygmos deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Borborygmos can use his Frightful Presence. He also makes two attacks: one with his maul and one with his stomp.</text>
      </action>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 28 (6d6 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.</text>
      <attack>Maul|+13|6d6+7</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 18 (2d10 + 7) bludgeoning damage.</text>
      <attack>Stomp|+13|2d10+7</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +13 to hit, range 30/120 ft., one target. 29 (4d10 + 7) bludgeoning damage.</text>
      <attack>Rock|+13|4d10+7</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of Borborygmos's choice that is within 60 feet of him and can see or hear him must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Frightful Presence for the next 24 hours.</text>
      </action>
    <legendary>
        <text>Borborygmos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Borborygmos regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Borborygmos makes a weapon attack.</text>
      </legendary>
    <legendary>
        <name>Bellow (Costs 2 Actions)</name>
      <text>Borborygmos yells menacingly at one creature he can see within 60 feet of him. That creature must succeed on a DC 17 Wisdom saving throw or become frightened of him for 1 minute. If the creature is already frightened, it becomes stunned instead. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Borborygmos's Bellow for the next 24 hours.</text>
      </legendary>
    <legendary>
        <name>Wide Berth (Costs 3 Actions)</name>
      <text>Borborygmos moves up to half his speed and can move through the space of any creature smaller than Huge. The first time Borborygmos enters a creature's space during this move, the creature must make a DC 21 Dexterity saving throw. If the saving throw succeeds, the creature is pushed 5 feet away from Borborygmos. If the saving throw fails, that creature is knocked prone, and Borborygmos can make a stomp attack against it.</text>
      </legendary>
    <description>For decades, the enormous cyclops Borborygmos has commanded the respect and obedience of the Gruul Clans by defeating all who challenged him. He embodies the raging fire that the Gruul believe burns in their bellies, and his wrath toward the civilization of Ravnica knows no bounds.
Mightiest of the Mighty. Borborygmos leads the Burning Tree clan, which is the largest and most diverse of the Gruul Clans. He is almost always accompanied by other members of his clan-not because he needs their protection, but because they might need his. His companions include creatures ranging from burly giants to cowering goblins.
The Gruul follow strength, and Borborygmos holds his position only because he has proved stronger than any challenger.
Source: Guildmasters' Guide to Ravnica p. 238</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cackler</name>
    <size>S</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>10 (3d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>16</dex>
    <con>11</con>
    <int>11</int>
    <wis>7</wis>
    <cha>12</cha>
    <save></save>
    <skill>Deception +3, Perception +0, Performance +3</skill>
    <passive>10</passive>
    <languages>Abyssal, Common</languages>
    <cr>1/2</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Last Laugh</name>
      <text>When the cackler dies, it releases a dying laugh that scars the minds of other nearby creatures. Each creature within 10 feet of the cackler must succeed on a DC 11 Wisdom saving throw or take 2 (1d4) psychic damage.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The cackler can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 11 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Spiked Chain</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Spiked Chain|+5|1d6+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The cackler's innate spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). The cackler can innately cast the following spells, requiring no material components:</text>
      <text>At will: fire bolt</text>
      <text>1/day: Tasha's hideous laughter</text>
      </trait>
    <spells>fire bolt, Tasha's hideous laughter</spells>
    <description>Cacklers are small, jabbering jesters that spice up Rakdos performances with their chaotic antics. Their incessant cackling can inspire uncontrollable laughter by making everything—even the most horrifying spectacles—seem hilarious. Some cacklers excel at vocal mimicry and perform as impressionists; others put their sadistic bent to use by lurking in shadows and terrifying passersby. Rakdos performers enjoy dressing cacklers in a variety of masks, hats, and costumes to lampoon public figures.
Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.
Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.
Demonic "Devils". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
Source: Guildmasters' Guide to Ravnica p. 195</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Category 1 Krasis</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>15</dex>
    <con>14</con>
    <int>2</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The krasis can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The krasis makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 8 (1d10 + 3) piercing damage.</text>
      <attack>Bite|+5|1d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Claws|+5|1d8+3</attack>
      </action>
    <description>Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8 | Major Adaptation
1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.

Minor Adaptations
d8 | Minor Adaptation
1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Source: Guildmasters' Guide to Ravnica p. 210</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Category 2 Krasis</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>16</con>
    <int>2</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The krasis can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The krasis makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 17 (2d12 + 4) piercing damage.</text>
      <attack>Bite|+7|2d12+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.</text>
      <attack>Claws|+7|2d12+4</attack>
      </action>
    <description>Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8 | Major Adaptation
1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.

Minor Adaptations
d8 | Minor Adaptation
1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Source: Guildmasters' Guide to Ravnica p. 211</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Category 3 Krasis</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>287 (25d12+125)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>12</dex>
    <con>21</con>
    <int>2</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>16</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The krasis can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The krasis makes three attacks: one with its bite, one with its claws, and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage.</text>
      <attack>Bite|+11|6d6+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) slashing damage.</text>
      <attack>Claws|+11|3d10+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 33 (6d8 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone.</text>
      <attack>Tail|+11|6d8+6</attack>
      </action>
    <description>Krasis. In the deep sinkholes that serve as laboratories and guildhalls for the Simic Combine, biomancers employ a combination of magic and scientific method to create novel life forms. They coax new morphologies from existing creatures or combine traits from multiple organisms into one, producing the creatures known as krasis. Some krasis are unique creatures that can't reproduce. A few multiply and become part of the guild's standard menagerie.
Creating a Krasis. To create a krasis, choose the appropriate stat block: category 1 (Medium), category 2 (Large), or category 3 (Huge). Then roll once on the Major Adaptations table and once on the Minor Adaptations table (or choose an option from each table) to determine its additional characteristics. The potency of some adaptations varies based on the category of the krasis, as indicated in the descriptions of those adaptations.
Just a few examples of krasis are the battering krasis (a fusion of hammerhead shark and a powerfully built beast), the crocanura (a crocodile-frog), the drakewing krasis (a lizard-drake), the teratosuchus (a crocodile-crab), the shambleshark (a shark-crab), and the sharktocrab (an improved shambleshark that includes octopus elements as well).
Major Adaptations
d8 | Major Adaptation
1 | Acidic Skin. Any creature that touches the krasis or hits it with a melee attack while within 5 feet of it takes 2 (1d4) acid damage (category 1), 4 (1d8) acid damage (category 2), or 6 (1d12) acid damage (category 3).
2 | Armored Hide. The krasis has better natural armor afforded by a shell or thick scales, increasing its Armor Class by 4.
3 | Bioluminescent Markings. The krasis has glowing patterns on its skin that take the shape of defensive runes, granting it advantage on saving throws against spells and other magical effects.
4 | Flight. The krasis has wings and gains a flying speed equal to its walking speed.
5 | Grabber. When the krasis hits a creature with its claws, the target is grappled (escape DC 13 for category 1, DC 15 for category 2, and DC 19 for category 3) by a specialized grasping appendage on the krasis. It can have only one creature grappled in this way at a time.
6 | Hypnotic Display (Recharge 5-6). As an action, the krasis creates mesmerizing colors and shapes around itself. Each creature within 15 feet of it that can see it must succeed on a Wisdom saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this effect becomes immune to the Hypnotic Display of all krasis for 24 hours.
7 | Venomous Sting. When the krasis hits a creature with its claws, the creature must succeed on a Constitution saving throw (DC 12 for category 1, DC 14 for category 2, and DC 18 for category 3) or be poisoned for 1 minute. If the krasis is a category 2 or 3, the creature is paralyzed while poisoned in this way. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
8 | Regeneration. The krasis regains hit points (2 for a category 1, 5 for a category 2, and 10 for a category 3) at the start of each of its turns if it has at least 1 hit point.

Minor Adaptations
d8 | Minor Adaptation
1 | Amorphous Structure. The krasis can move through a space as narrow as 1 inch wide without squeezing.
2 | Aquatic. The krasis gains a swimming speed equal to its walking speed.
3 | Climbing Speed. The krasis gains a climbing speed equal to its walking speed.
4 | Cryptic Skin. The krasis can change color to match its surroundings. It has advantage on Dexterity (Stealth) checks made to hide.
5 | Heightened Awareness. The krasis can't be surprised, as a result of having sensitive barbels like a catfish, stereoscopic vision like a chameleon, a tongue like a snake, eye stalks like a lobster, or an array of several eyes.
6 | Ink Cloud (Recharges after a Short or Long Rest). While underwater, the krasis can use a bonus action to expel a cloud of ink and then move up to its speed. The ink cloud is stationary and fills a 20-foot-radius sphere centered on a point in the krasis's space before it moves. The sphere is heavily obscured until the ink disperses after 1 minute. A strong current also disperses the ink cloud.
7 | Leaping Legs. With or without a running start, the krasis's long jump is 20 feet (category 1), 30 feet (category 2), or 40 feet (category 3). Its high jump is 10 feet (category 1), 20 feet (category 2), or 30 feet (category 3).
8 | Stabilizing Legs. The krasis has several crablike legs. As a result, it has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.

Source: Guildmasters' Guide to Ravnica p. 212</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Conclave Dryad</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Lawful Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>143 (22d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>19</dex>
    <con>14</con>
    <int>19</int>
    <wis>20</wis>
    <cha>21</cha>
    <save>Int +8, Wis +9, Cha +9</save>
    <skill>Arcana +8, Nature +8, Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The dryad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Speak with Beasts and Plants</name>
      <text>The dryad can communicate with beasts and plants as if they and the dryad shared a language.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dryad makes three attacks, using its vine staff, its longbow, or both.</text>
      </action>
    <action>
        <name>Vine Staff</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or become restrained by twisting vines for 1 minute. A target restrained in this way can use an action to make a DC 17 Strength (Athletics) or Dexterity (Acrobatics) check, ending the effect on itself on a success.</text>
      <attack>Vine Staff|+9|2d6+5</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Longbow|+8|1d8+4</attack>
      </action>
    <action>
        <name>Summon Mount (1/Day)</name>
      <text>The dryad magically summons a mount, which appears in an unoccupied space within 60 feet of the dryad. The mount remains for 8 hours, until it or the dryad dies, or until the dryad dismisses it as an action. The mount uses the stat block of an elk (see the Monster Manual) with these changes: it is a plant instead of a beast, it has an Intelligence of 6, and it understands Sylvan but can't speak. While within 1 mile of the mount, the dryad can communicate with it telepathically.</text>
      </action>
    <action>
        <name>Suppress Magic (Recharge 5-6)</name>
      <text>The dryad targets one magic item it can see within 120 feet of it. If the magic item isn't an artifact, its magical properties are suppressed for 10 minutes, until the dryad is incapacitated or dies, or until the dryad uses a bonus action to end the effect.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dryad's innate spellcasting ability is Charisma (spell save DC 17). The dryad can innately cast the following spells, requiring no material components:</text>
      <text>At will: druidcraft</text>
      <text>3/day each: dispel magic, entangle, plant growth, spike growth</text>
      <text>1/day each: moonbeam, grasping vine, wall of thorns</text>
      </trait>
    <spells>druidcraft, dispel magic, entangle, plant growth, spike growth, moonbeam, grasping vine, wall of thorns</spells>
    <description>The lush forests that once grew on Ravnica are gone, but the dryads remain, striving to bring the sprawling city and the verdant green of nature into harmony. Dryads believe that their efforts are the will of Mat'Selesnya, the soul of the world, and they spread their teachings through every Selesnya enclave.
Thanks to their attunement to Mat'Selesnya, dryads serve as visionaries and spiritual intermediaries for the Selesnya Conclave. They hold positions of great respect as spiritual leaders, and also share their vision of harmonious construction as architects, working with stonemasons and woodshapers to create Selesnya enclaves.
Summoned Mount. When leading its guild into battle, a dryad rides a magically summoned creature woven of living branches, vines, and grasses and imbued with a fey spirit.
Source: Guildmasters' Guide to Ravnica p. 194</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cosmotronic Blastseeker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>37 (5d8+15)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>16</con>
    <int>18</int>
    <wis>9</wis>
    <cha>12</cha>
    <save>Dex +4, Con +5</save>
    <skill>Arcana +6, Intimidation +3, Perception +1</skill>
    <passive>11</passive>
    <languages>any one language (usually Common)</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Empowered Spell (3/Day)</name>
      <text>When the blastseeker rolls damage for a spell, it can reroll up to four dice of damage. It must use the new dice.</text>
      </trait>
    <trait>
        <name>Tides of Chaos (1/Day)</name>
      <text>The blastseeker makes one attack roll, ability check, or saving throw with advantage.</text>
      </trait>
    <action>
        <name>Warhammer</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, or 7 (1d10 + 2) bludgeoning damage if used with two hands.</text>
      <attack>Warhammer|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
      <text>2/day: fireball</text>
      <text>3/day each: scorching ray, shield, thunderwave</text>
      </trait>
    <spells>fireball, scorching ray, shield, thunderwave</spells>
    <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Source: Guildmasters' Guide to Ravnica p. 242</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Counterflux Blastseeker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13 (16 with mage armor)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>15</con>
    <int>18</int>
    <wis>11</wis>
    <cha>14</cha>
    <save>Con +4, Wis +2</save>
    <skill>Arcana +6, Perception +2</skill>
    <passive>12</passive>
    <languages>Common plus any one language</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Counterflux Overcast (Recharge 5-6)</name>
      <text>The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have disadvantage on saving throws against spells and other magical effects. 4-6. The blastseeker creates a 15-foot-radius invisible sphere centered on itself that lasts until the end of its next turn. Creatures in the sphere have advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Rapier|+5|1d8+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
      <text>3/day each: enlarge/reduce, mage armor (self only), scorching ray</text>
      <text>1/day each: counterspell, dispel magic, protection from energy</text>
      </trait>
    <spells>enlarge/reduce, mage armor, scorching ray, counterspell, dispel magic, protection from energy</spells>
    <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Source: Guildmasters' Guide to Ravnica p. 242</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Deathpact Angel</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>175 (27d8+54)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>16</str>
    <dex>18</dex>
    <con>14</con>
    <int>19</int>
    <wis>20</wis>
    <cha>23</cha>
    <save>Int +9, Wis +10, Cha +11</save>
    <skill>Insight +10, Intimidation +11, Perception +10, Persuasion +11</skill>
    <passive>20</passive>
    <languages>all</languages>
    <cr>14</cr>
    <resist>necrotic, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Exploitation of the Debtors</name>
      <text>As a bonus action, the angel targets a creature charmed by it that it can see within 30 feet of it. The angel deals 11 (2d10) necrotic damage to the target, and the angel gains temporary hit points equal to the damage dealt.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The angel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The angel makes two attacks with its scythe. It can substitute Chains of Obligation for one of these attacks.</text>
      </action>
    <action>
        <name>Scythe</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 9 (2d4 + 4) slashing damage plus 27 (6d8) necrotic damage.</text>
      <attack>Scythe|+9|2d4+4</attack>
      </action>
    <action>
        <name>Chains of Obligation</name>
      <text>The angel targets one creature charmed by it that it can see within 90 feet of it. The target must succeed on a DC 19 Charisma saving throw or become paralyzed for 1 minute or until it takes any damage.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The angel's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:</text>
      <text>At will: command (as a 2nd-level spell), detect evil and good</text>
      <text>1/day: raise dead</text>
      <text>3/day each: charm person (as a 5th-level spell), darkness, suggestion</text>
      </trait>
    <spells>command, detect evil and good, raise dead, charm person, darkness, suggestion</spells>
    <description>Deathpact angels dwell in the grandest of Orzhov cathedrals, where they surround themselves with wealth and wretched vassals that are utterly in their thrall.
Gift Givers. Posing as a beneficent god, a deathpact angel attracts petitioners who beg the angel for blessings: wealth, prestige, health, revenge, and the like. Imagining itself generous and merciful, the angel usually tries to grant the petitioners what they seek by using its abilities, drawing from its hoard of riches, or extorting favors from other members of the guild. True to the spirit of the Orzhov, though, the angel doesn't bestow these gifts out of kindness, but for the sake of gaining fanatical followers who owe it life debts.
Debt and Indenture. Those who receive favors from a deathpact angel incur a debt that they carry with fervent devotion. They regularly bring trinkets and offerings to the angel, no longer asking or expecting anything in return, and even willingly offer up their mortal lives for their angelic patron. Even after death, these debtors continue to serve the angel and the Orzhov Syndicate as indentured spirits (described later in this chapter).
Debts Paid
Orzhov Angels. Few angels find anything appealing in the corruption and decadence embodied by the Orzhov Syndicate, since such a society is fundamentally antithetical to their natures, but disillusionment can seduce even immortal beings. When cynicism takes root in an angel's heart, when questions undermine devotion to the cause of justice, when strength becomes a tool to lord over the weak, the Orzhov Syndicate is there to welcome the angel with open arms, offering status, respect, and power.
Orzhov angels might claim positions as executioners, commanders, or power brokers, but more often they carve out their own place in the guild, standing apart from the otherwise rigid hierarchy of the Orzhov.
Source: Guildmasters' Guide to Ravnica p. 192</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Devkarin Lich</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>97 (15d8+30)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>14</con>
    <int>19</int>
    <wis>16</wis>
    <cha>15</cha>
    <save>Con +7, Int +9, Wis +8</save>
    <skill>Arcana +14, Insight +8, Perception +8</skill>
    <passive>18</passive>
    <languages>Common, Elvish, Kraul</languages>
    <cr>14</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the lich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The lich regains 10 hit points at the start of its turn. If the lich takes fire or radiant damage, this trait doesn't function at the start of the lich's next turn. The lich dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The lich has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the lich to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the lich drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Noxious Touch</name>
      <text>Melee Spell Attack: +9 to hit, reach 5 ft., one creature. 14 (4d6) poison damage, and the target must succeed on a DC 17 Constitution saving throw or be poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Noxious Touch|+9|4d6</attack>
      </action>
    <legendary>
        <text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>The lich casts one of its cantrips.</text>
      </legendary>
    <legendary>
        <name>Noxious Touch (Costs 2 Actions)</name>
      <text>The lich uses Noxious Touch.</text>
      </legendary>
    <legendary>
        <name>Disrupt Life (Costs 3 Actions)</name>
      <text>Each creature within 30 feet of the lich must make a DC 17 Constitution saving throw, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The lich is a 14th-level Golgari spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The lich has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation</text>
      <text>• 1st level (4 slots): chromatic orb, magic missile, ray of sickness</text>
      <text>• 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web</text>
      <text>• 3rd level (3 slots): animate dead, bestow curse, fear, vampiric touch</text>
      <text>• 4th level (3 slots): blight, Evard's black tentacles</text>
      <text>• 5th level (2 slots): cloudkill, insect plague</text>
      <text>• 6th level (1 slots): circle of death, create undead</text>
      <text>• 7th level (1 slots): finger of death</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>acid splash, chill touch, mage hand, poison spray, prestidigitation, chromatic orb, magic missile, ray of sickness, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, bestow curse, fear, vampiric touch, blight, Evard's black tentacles, cloudkill, insect plague, circle of death, create undead, finger of death</spells>
    <description>Powerful spellcasters of the Devkarin elves, steeped in Golgari magic, can transcend death to become liches. For them, life and death don't merely chase each other in an inevitable cycle; the two can intersect, and at that nexus the liches find immense power, which commands the awe, envy, and fear of other Golgari.
Unlike the shambling zombies they command, liches retain their memories, their personalities, and especially their ambition. They also retain the grace and stature of living elves, but their bodies are in a constant state of slow decay. Various forms of fungus grow in and over the rotting flesh to hold the body together.
Undead Nature. The lich doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 198</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Druid of the Old Ways</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (hide armor)</ac>
    <hp>90 (12d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>20</wis>
    <cha>14</cha>
    <save>Dex +5, Con +6, Wis +8</save>
    <skill>Nature +3, Perception +8, Survival +8</skill>
    <passive>18</passive>
    <languages>Common, Druidic</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Siege Monster</name>
      <text>The druid deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Speak with Beasts and Plants</name>
      <text>The druid can communicate with beasts and plants as if they shared a language.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+3|1d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The druid is a 12th-level Gruul spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, produce flame, resistance, thorn whip</text>
      <text>• 1st level (4 slots): cure wounds, faerie fire, thunderwave</text>
      <text>• 2nd level (3 slots): beast sense, flame blade, pass without trace</text>
      <text>• 3rd level (3 slots): conjure animals, dispel magic, plant growth</text>
      <text>• 4th level (3 slots): dominate beast, freedom of movement, wall of fire</text>
      <text>• 5th level (2 slots): commune with nature, conjure elemental, scrying</text>
      <text>• 6th level (1 slots): transport via plants, wall of thorns</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>druidcraft, produce flame, resistance, thorn whip, cure wounds, faerie fire, thunderwave, beast sense, flame blade, pass without trace, conjure animals, dispel magic, plant growth, dominate beast, freedom of movement, wall of fire, commune with nature, conjure elemental, scrying, transport via plants, wall of thorns</spells>
    <description>The druids of the Old Ways are the keepers of ancient Gruul traditions devoted to the primal ferocity of animal gods such as Ilharg the Raze-Boar and Kashath the Stalker.
The End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when Ilharg's hoofs will trample every brick and stone of Ravnica's soaring skylines to rubble. The world will return to a state of nature in which the lawless code of muscle and savagery will reign once again.
Source: Guildmasters' Guide to Ravnica p. 239</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Felidar</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>17</con>
    <int>10</int>
    <wis>17</wis>
    <cha>14</cha>
    <save>Dex +6, Wis +6, Cha +5</save>
    <skill>Insight +6, Perception +6</skill>
    <passive>16</passive>
    <languages>understands Celestial and Common but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Bonding</name>
      <text>The felidar can magically bond with one creature it can see, right after spending at least 1 hour observing that creature while within 30 feet of it. The bond lasts until the felidar bonds with a different creature or until the bonded creature dies. This bond has the following effects: The felidar and the bonded creature can communicate telepathically with each other at a distance of up to 100 feet. The felidar can sense the direction and distance to the bonded creature if they're on the same plane of existence. As an action, the felidar or the bonded creature can sense what the other sees and hears, during which time it loses its own sight and hearing. This effect lasts until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>The felidar has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the felidar moves at least 20 feet straight toward a creature and hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the felidar can make one claw attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The felidar makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 17 (3d8 + 4) piercing damage.</text>
      <attack>Bite|+7|3d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage.</text>
      <attack>Claws|+7|3d6+4</attack>
      </action>
    <action>
        <name>Variant: Winged Felidars</name>
      <text>Some felidars boast huge, feathered wings. A winged felidar uses the same stat block as an ordinary felidar, with the addition of a flying speed of 40 feet.</text>
      </action>
    <description>A felidar is a celestial creature whose nature reflects an inherent devotion to law and order. It resembles an enormous cat with two pairs of downward-sloping horns and prominent teeth. Its blue-gray hide has a silvery, geometric pattern, and its thick white mane falls in an orderly fashion around its shoulders.
Nearly every felidar forms a close bond with one other creature. Winged felidars almost always bond with archons, joining in their relentless pursuit of justice. Other felidars ally with members of the Azorius Senate and form bonds with high-ranking justiciars and ministers, aiding them in enforcing the law and tracking down criminals. Some Azorius felidars form bonds with important prisoners in Azorius custody, ensuring that the felidars can track down the felons if they escape custody.
Source: Guildmasters' Guide to Ravnica p. 199</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Firefist</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (plate armor)</ac>
    <hp>117 (18d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>14</con>
    <int>11</int>
    <wis>17</wis>
    <cha>13</cha>
    <save>Con +5, Wis +6</save>
    <skill>Intimidation +4, Religion +3</skill>
    <passive>13</passive>
    <languages>any one language (usually Common)</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The firefist makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Greatsword|+6|2d6+3</attack>
      </action>
    <reaction>
        <name>Guided Attack (Recharges after a Short or Long Rest)</name>
      <text>When the firefist or one creature it can see within 30 feet of it makes an attack roll, the firefist grants a +10 bonus to that roll.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The firefist is a 9th-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, sacred flame, spare the dying</text>
      <text>• 1st level (4 slots): guiding bolt, healing word, heroism, shield of faith</text>
      <text>• 2nd level (3 slots): lesser restoration, scorching ray</text>
      <text>• 3rd level (3 slots): blinding smite, crusader's mantle, revivify</text>
      <text>• 4th level (3 slots): banishment, wall of fire</text>
      <text>• 5th level (1 slots): flame strike</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, sacred flame, spare the dying, guiding bolt, healing word, heroism, shield of faith, lesser restoration, scorching ray, blinding smite, crusader's mantle, revivify, banishment, wall of fire, flame strike</spells>
    <description>Boros firefists combine potent magic with peerless fighting ability, inspiring all who serve alongside them. They often act as the point of contact between the Boros Legion and the angelic leaders.
Source: Guildmasters' Guide to Ravnica p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Firemane Angel</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Chaotic Good</alignment>
    <ac>18 (plate armor)</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 40 ft., fly 120 ft.</speed>
    <str>22</str>
    <dex>15</dex>
    <con>17</con>
    <int>12</int>
    <wis>14</wis>
    <cha>23</cha>
    <save>Str +10, Wis +6, Cha +10</save>
    <skill>Insight +6, Perception +6</skill>
    <passive>16</passive>
    <languages>all</languages>
    <cr>12</cr>
    <resist>fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The angel doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The angel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Relentless (Recharges after a Short or Long Rest)</name>
      <text>If the angel takes 21 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The angel makes two melee attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (1d8 + 6) slashing damage, or 11 (1d10 + 6) slashing damage if used with two hands, plus 22 (5d8) fire or radiant damage (angel's choice).</text>
      <attack>Longsword|+10|1d8+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The angel's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The angel can innately cast the following spells, requiring no material components:</text>
      <text>3/day each: compelled duel, guiding bolt (as a 5th-level spell)</text>
      <text>1/day each: daylight, fireball (as a 6th-level spell)</text>
      </trait>
    <spells>compelled duel, guiding bolt, daylight, fireball</spells>
    <description>Firemane angels are holy champions and paragons of war who specialize in single combat. They are powerful warriors who seek out the mightiest foes in any conflict, trusting lesser soldiers to handle lesser opponents.
Like many other Boros angels, firemanes typically have red hair. In the heat of battle, a firemane's hair can ignite, transforming into a mane of flames cascading over its shoulders and down its back.
Boros Angels. Angels of the Boros Legion view themselves as the embodiments of what their creator intended. They are fierce warriors devoted to justice and dedicated to protecting the weak against evil and oppression. They are commanders, advisors, strategists, and soldiers. Their presence in battle inspires the mortal soldiers of the legion with righteous zeal.
Most Boros soldiers assume that angels are paragons of goodness, wisdom, and mercy. The reality is that angels aren't immune to the temptations of corruption, and the necessities of political machination can compromise the best of them.
Warleaders. The wisest, most visionary angels are responsible for forming and implementing the military strategy of the Boros Legion. Since they are immortal, their plans might span centuries, and they have been known to accept decades of losses as a reasonable cost for a more significant victory many years later. These warleaders have the statistics of planetars or solars (as presented in the Monster Manual), but their appearance is similar to other Boros angels.
Source: Guildmasters' Guide to Ravnica p. 190</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Flux Blastseeker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>55 (10d8+10)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>12</con>
    <int>20</int>
    <wis>9</wis>
    <cha>14</cha>
    <save>Dex +5, Int +8</save>
    <skill>Arcana +8, Perception +2</skill>
    <passive>12</passive>
    <languages>Common plus any one language</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Fluxbending Overcast (Recharge 5-6)</name>
      <text>The blastseeker can create an additional effect immediately after casting a spell. Roll a d6 to determine the effect: 1-3. The blastseeker teleports, swapping places with a creature it can see within 30 feet of it. 4-6. The blastseeker and each creature within 10 feet of it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) thunder damage.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 4 (1d8) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+3|1d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
      <text>3/day each: mage armor (self only), scorching ray</text>
      <text>1/day each: banishment, cone of cold, dimension door, fireball, ice storm</text>
      </trait>
    <spells>mage armor, scorching ray, banishment, cone of cold, dimension door, fireball, ice storm</spells>
    <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Source: Guildmasters' Guide to Ravnica p. 242</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fluxcharger</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>60 (8d10+16)</hp>
    <speed>walk 0 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>18</dex>
    <con>15</con>
    <int>6</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Draconic</languages>
    <cr>7</cr>
    <resist>thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amplify Lightning</name>
      <text>Whenever a spell that deals lightning damage includes one or more fluxchargers in its area, the spell deals an extra 9 (2d8) lightning damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fluxcharger makes two slam attacks or uses Arc Lightning twice.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) fire damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <action>
        <name>Arc Lightning</name>
      <text>Ranged Spell Attack: +7 to hit, range 30 ft., one target. 16 (3d10) lightning damage, and lightning jumps from the target to one creature of the fluxcharger's choice that it can see within 30 feet of the target. That second creature must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) lightning damage. Hit or Miss: The fluxcharger takes 5 (1d10) force damage after resolving the attack.</text>
      <attack>Arc Lightning|+7|3d10</attack>
      <attack>Arc Lightning||3d8</attack>
      </action>
    <description>In an effort to create a weird that could be more easily controlled, Izzet mages tried binding elemental lightning, fire, and smoke into a framework made of the magical alloy mizzium. The experiment was partly successful: the resulting weird, a fluxcharger, doesn't explode like some other weirds do, but it is more intelligent and more headstrong than other weirds.
A fluxcharger's mizzium frame is suggestive of an angel. A faceplate is meant to give it some personality, but most people find its solemn expression and unblinking stare more unnerving than relatable.
Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.
Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 208</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Flying Horror</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>9</str>
    <dex>20</dex>
    <con>12</con>
    <int>2</int>
    <wis>15</wis>
    <cha>16</cha>
    <save></save>
    <skill>Perception +4, Stealth +7</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fear Frenzy</name>
      <text>The horror has advantage on attack rolls against frightened creatures.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 14 (4d6) psychic damage.</text>
      <attack>Claws|+7|1d6+5</attack>
      </action>
    <action>
        <name>Frightening Screech (Recharge 5-6)</name>
      <text>The horror screeches. Each creature within 30 feet of it that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened of it for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the horror's Frightening Screech for the next 24 hours.</text>
      </action>
    <description>Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
Madness Severity
Failed Saves | Madness
1 | Short-term
2-3 | Long-term
4+ | Indefinite

Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.

Primary Features
d4 | Feature
1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).

Secondary Features
d4 | Feature
1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
2 | Indomitable Mind. The horror is immune to the charmed condition.
3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.

Source: Guildmasters' Guide to Ravnica p. 203</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Frontline Medic</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Good</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>14</con>
    <int>10</int>
    <wis>13</wis>
    <cha>12</cha>
    <save></save>
    <skill>Medicine +5, Perception +3</skill>
    <passive>13</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The medic is a 3rd-level Boros spellcaster. Its spellcasting ability is Wisdom (spell save DC 11). The medic has the following cleric spells prepared:</text>
      <text>Cantrips (at will): mending, resistance, spare the dying</text>
      <text>• 1st level (4 slots): cure wounds, sanctuary</text>
      <text>• 2nd level (2 slots): aid, lesser restoration</text>
      </trait>
    <slots>4, 2</slots>
    <spells>mending, resistance, spare the dying, cure wounds, sanctuary, aid, lesser restoration</spells>
    <description>The soldiers of the Boros Legion depend on skilled healers to keep them on their feet. Frontline medics use a mix of magical healing and mundane medicine to keep their compatriots alive.
Source: Guildmasters' Guide to Ravnica p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Galvanic Blastseeker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>17</dex>
    <con>14</con>
    <int>19</int>
    <wis>10</wis>
    <cha>13</cha>
    <save>Dex +6</save>
    <skill>Acrobatics +6, Arcana +7, Perception +3</skill>
    <passive>13</passive>
    <languages>Common and Primordial, plus any one language</languages>
    <cr>5</cr>
    <resist>lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Galvanic Overcast (Recharge 5-6)</name>
      <text>When the blastseeker casts lightning bolt or thunderwave, it can roll a die. On an odd number, the blastseeker takes 9 (2d8) force damage. On an even number, the spell also deals 9 (2d8) lightning damage to each target that fails its saving throw.</text>
      </trait>
    <trait>
        <name>Heart of the Storm</name>
      <text>When the blastseeker casts lightning bolt or thunderwave, all other creatures within 10 feet of the blastseeker each take 3 lightning damage.</text>
      </trait>
    <trait>
        <name>Gust-Propelled Leap</name>
      <text>The blastseeker can use a bonus action to fly up to 10 feet without provoking opportunity attacks.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The blastseeker's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The blastseeker can innately cast the following spells, requiring no components other than its Izzet gear, which doesn't function for others:</text>
      <text>1/day: stoneskin</text>
      <text>3/day each: levitate, lightning bolt, thunderwave</text>
      </trait>
    <spells>stoneskin, levitate, lightning bolt, thunderwave</spells>
    <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Source: Guildmasters' Guide to Ravnica p. 243</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Galvanice Weird</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (3d8+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>17</con>
    <int>3</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1</cr>
    <resist>cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the galvanice weird dies, it explodes in a burst of ice and lightning. Each creature within 10 feet of the exploding weird must make a DC 13 Dexterity saving throw, taking 7 (2d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 5 (2d4) lightning damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or lose the ability to use reactions until the start of the weird's next turn.</text>
      <attack>Slam|+4|1d6+2</attack>
      </action>
    <description>Galvanice weirds seem to be the epitome of weird technology. Indeed, they serve willingly, with cheerful stupidity, as guardians and laborers in Izzet workshops. They combine a rigid body of elemental ice with a core of lightning that animates them. If a galvanice weird is destroyed, the ice shatters and lightning crackles outward in a dangerous explosion. Still, most Izzet researchers find that their usefulness outweighs this risk.
Izzet Weirds. Weirds are the products of Izzet League experiments intended to combine two opposing elemental types in the hope of creating elementals that were more stable than the norm and easier to control. As commonly happens with Izzet experiments, the outcome was the exact opposite. Weirds are even wilder and more unpredictable than elementals of either of their component elements. Nevertheless, they can make potent guardian creatures and can be urged into fighting on behalf of their creators.
Elemental Nature. An Izzet weird doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 209</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gloamwing</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>17</con>
    <int>2</int>
    <wis>11</wis>
    <cha>6</cha>
    <save>Str +8, Dex +6</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>understands Common</languages>
    <cr>8</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Death Link</name>
      <text>If its specter rider is reduced to 0 hit points, the gloamwing is destroyed.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The gloamwing doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the gloamwing has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gloamwing makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (3d8 + 5) piercing damage.</text>
      <attack>Bite|+8|3d8+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage.</text>
      <attack>Claws|+8|3d6+5</attack>
      </action>
    <description>A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Source: Guildmasters' Guide to Ravnica p. 215</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Golgari Shaman</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (hide armor)</ac>
    <hp>88 (16d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>12</con>
    <int>12</int>
    <wis>17</wis>
    <cha>16</cha>
    <save>Con +4, Wis +6</save>
    <skill>Arcana +4, Insight +6, Nature +4, Religion +4</skill>
    <passive>13</passive>
    <languages>Common, Elvish</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The shaman has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+4|1d6+2</attack>
      </action>
    <action>
        <name>Fungal Rot</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (2d8) necrotic damage, and the target must make a DC 14 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fungal Rot|+6|2d8</attack>
      <attack>Fungal Rot||4d8</attack>
      </action>
    <reaction>
        <name>Feed on Death</name>
      <text>When a creature within 30 feet of the shaman drops to 0 hit points, the shaman gains 5 (1d10) temporary hit points.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The shaman is an 8th-level Golgari spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The shaman has the following druid spells prepared:</text>
      <text>Cantrips (at will): poison spray, shillelagh, thorn whip</text>
      <text>• 1st level (4 slots): cure wounds, entangle, ray of sickness</text>
      <text>• 2nd level (3 slots): pass without trace, ray of enfeeblement, spike growth</text>
      <text>• 3rd level (3 slots): animate dead, dispel magic, plant growth</text>
      <text>• 4th level (2 slots): blight, giant insect</text>
      </trait>
    <slots>4, 3, 3, 2</slots>
    <spells>poison spray, shillelagh, thorn whip, cure wounds, entangle, ray of sickness, pass without trace, ray of enfeeblement, spike growth, animate dead, dispel magic, plant growth, blight, giant insect</spells>
    <description>Golgari shamans are the spiritual leaders of the Golgari Swarm. They teach the guild's beliefs about the cycles of nature, using their necromantic magic to show how life sprouts from death.
Golgari shamans paint their faces so they appear to have extra eyes on their cheeks and chins. They sometimes use magical moodmark paint (described in chapter 5) to allow them to communicate by means of these marks. They wear clothing adorned with beetle carapaces, spiderwebs, or shelf fungus.
Golgari Lairs. Members of the Golgari Swarm have an intimate connection to their territory. When at least six Golgari defend their territory together, they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the difficulty of such an encounter, consider the lair to be one additional creature of challenge rating 1.
Source: Guildmasters' Guide to Ravnica p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Guardian Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>19 (half plate armor, shield)</ac>
    <hp>137 (11d12+66)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>17</dex>
    <con>22</con>
    <int>10</int>
    <wis>18</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +7</save>
    <skill>Insight +7, Perception +10</skill>
    <passive>20</passive>
    <languages>Common, Giant</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Vigilant</name>
      <text>The giant can't be surprised.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes three spear attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +10 to hit, reach 10 ft. or range 60/240 ft., one target. 17 (3d6 + 7) piercing damage, or 20 (3d8 + 7) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+10|3d6+7</attack>
      </action>
    <reaction>
        <name>Protection</name>
      <text>When an attacker the giant can see makes an attack roll against a creature within 10 feet of the giant, the giant can impose disadvantage on the attack roll.</text>
      </reaction>
    <description>Most of the giants in the Boros Legion come from a single clan, the Skorskal, that has long been at odds with the Gruul Clans. These giants are guards and gatekeepers, well represented in the Sunhome Guard, as well as powerful muscle supporting Boros missions.
Giants of the Skorskal clan are often assigned to protect Boros garrisons and forts throughout Ravnica. They are excellent sentinels, keen-eyed and vigilant, and serve as living walls to protect smaller soldiers fighting alongside them. Skorskal giants look much like enormous humans with huge muscles and comparatively small heads.
Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
Source: Guildmasters' Guide to Ravnica p. 201</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Horncaller</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Good</alignment>
    <ac>13 (hide armor)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>14</con>
    <int>10</int>
    <wis>14</wis>
    <cha>13</cha>
    <save></save>
    <skill>Animal handling +4, Nature +2, Perception +4</skill>
    <passive>14</passive>
    <languages>Common plus any one language</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Speak with Beasts</name>
      <text>The horncaller can communicate with beasts as if they shared a language.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The horncaller makes two melee attacks with its staff and uses One with the Worldsoul.</text>
      </action>
    <action>
        <name>Staff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</text>
      <attack>Staff|+3|1d6+1</attack>
      </action>
    <action>
        <name>One with the Worldsoul</name>
      <text>The horncaller chooses one beast it can see within 30 feet of it. If the beast can hear the horncaller, the beast uses its reaction to make one melee attack against a target that the horncaller can see.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The horncaller's innate spellcasting ability is Wisdom (spell save DC 14). The horncaller can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: bless, conjure animals</text>
      </trait>
    <spells>bless, conjure animals</spells>
    <description>Specialized shamans called horncallers use their magic to call wild beasts to fight alongside Selesnya troops. In quieter times, they tend the animals associated with Selesnya enclaves and parks.
Source: Guildmasters' Guide to Ravnica p. 253</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hybrid Brute</name>
    <size>M</size>
    <type>humanoid (Simic hybrid)</type>
    <alignment>Neutral Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>15</con>
    <int>8</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common plus any one language</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The hybrid can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hybrid makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Claw|+6|1d6+4</attack>
      </action>
    <description>Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Source: Guildmasters' Guide to Ravnica p. 217</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hybrid Flier</name>
    <size>M</size>
    <type>humanoid (Simic hybrid)</type>
    <alignment>Neutral Good</alignment>
    <ac>13</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>11</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common plus any one language</languages>
    <cr>2</cr>
    <resist>acid</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The hybrid makes two javelin attacks. It can replace one javelin attack with Spit Acid.</text>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|1d6+3</attack>
      </action>
    <action>
        <name>Spit Acid</name>
      <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (4d4) acid damage.</text>
      <attack>Spit Acid|+5|4d4</attack>
      </action>
    <description>Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Source: Guildmasters' Guide to Ravnica p. 217</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hybrid Poisoner</name>
    <size>M</size>
    <type>humanoid (Simic hybrid)</type>
    <alignment>Neutral Good</alignment>
    <ac>14</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>19</dex>
    <con>14</con>
    <int>12</int>
    <wis>13</wis>
    <cha>12</cha>
    <save>Dex +6, Con +4</save>
    <skill>Athletics +3, Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>Common plus any one language</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Assassinate</name>
      <text>During its first turn, the hybrid poisoner has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the hybrid scores against a surprised creature is a critical hit.</text>
      </trait>
    <trait>
        <name>Poisonous Skin</name>
      <text>Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 3 (1d6) poison damage.</text>
      </trait>
    <action>
        <name>Toxic Touch</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (2d6) bludgeoning damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. At the end of each of the poisoned target's turns, it must repeat the save, taking 3 (1d6) poison damage on a failed save, or ending the effect on itself on a successful one.</text>
      <attack>Toxic Touch|+6|2d6</attack>
      <attack>Toxic Touch||1d6</attack>
      </action>
    <description>Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Source: Guildmasters' Guide to Ravnica p. 217</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hybrid Shocker</name>
    <size>M</size>
    <type>humanoid (Simic hybrid)</type>
    <alignment>Neutral Good</alignment>
    <ac>12</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>14</dex>
    <con>14</con>
    <int>10</int>
    <wis>12</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common plus any one language</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Electrified Body</name>
      <text>Any creature that touches the hybrid or hits it with a melee attack while within 5 feet of it takes 5 (1d10) lightning damage.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The hybrid sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hybrid makes two attacks: one with its shocking touch and one with its tentacles.</text>
      </action>
    <action>
        <name>Shocking Touch</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d8) lightning damage.</text>
      <attack>Shocking Touch|+4|2d8</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +4 to hit, reach 15 ft., one creature. The target is grappled (escape DC 11), and the hybrid pulls the target up to 15 feet straight toward it. Until this grapple ends, the target takes 5 (1d10) lightning damage at the start of each of its turns, and the hybrid shocker can't use its tentacles on another creature.</text>
      <attack>Tentacles|+4|1d10</attack>
      </action>
    <description>Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Source: Guildmasters' Guide to Ravnica p. 218</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hybrid Spy</name>
    <size>M</size>
    <type>humanoid (Simic hybrid)</type>
    <alignment>Neutral Good</alignment>
    <ac>13</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>11</str>
    <dex>17</dex>
    <con>12</con>
    <int>13</int>
    <wis>14</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Common plus any one language</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Chameleon Skin</name>
      <text>The hybrid has advantage on Dexterity (Stealth) checks made to hide.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The hybrid can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hybrid makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <description>Simic Hybrids. The Guardian Project is a consequence of increasing tension within the Simic Combine as the threat of interguild conflict looms. Believing that the Simic must be prepared to fight for their lives when that conflict comes to a head, biomancers have created soldiers to help defend the guild. These hybrids (also called guardians, after the name of the project) are created from human, vedalken, and elf guild members who volunteer to be transformed.
Source: Guildmasters' Guide to Ravnica p. 218</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Indentured Spirit</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>11</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>7</str>
    <dex>13</dex>
    <con>10</con>
    <int>10</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>1</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses></senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Withering Touch</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 10 (3d6) necrotic damage.</text>
      <attack>Withering Touch|+3|3d6</attack>
      </action>
    <description>Those who die with unpaid debts to the Orzhov Syndicate don't get a reprieve. Instead, their spirits serve the syndicate until they have worked off their obligation. Sometimes that means existing as an indentured spirit for years or even millennia.
An indentured spirit is an incorporeal being draped in ghostly black robes and a hood that hides whatever face it might have. Chains are hung around its chest and arms as a perpetual marker of its servitude.
Source: Guildmasters' Guide to Ravnica p. 206</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Isperia</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>261 (18d20+72)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>14</dex>
    <con>18</con>
    <int>23</int>
    <wis>26</wis>
    <cha>20</cha>
    <save>Dex +9, Con +11, Int +13, Wis +15</save>
    <skill>Arcana +13, History +13, Insight +15, Perception +15</skill>
    <passive>25</passive>
    <languages>Common, Sphinx</languages>
    <cr>21</cr>
    <resist></resist>
    <immune>psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Inscrutable</name>
      <text>Isperia is immune to any effect that would sense her emotions or read her thoughts, as well as any divination spell that she refuses. Wisdom (Insight) checks made to ascertain her intentions or sincerity have disadvantage.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Isperia fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Isperia has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Isperia makes two claw attacks. She can cast a spell with a casting time of 1 action in place of one claw attack.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (3d10 + 5) slashing damage. If the target is a creature, it must succeed on a DC 23 Wisdom saving throw or take 14 (4d6) psychic damage after each attack it makes against Isperia before the start of her next turn.</text>
      <attack>Claw|+12|3d10+5</attack>
      <attack>Claw||4d6</attack>
      </action>
    <action>
        <name>Supreme Legal Authority</name>
      <text>Isperia chooses up to three creatures she can see within 90 feet of her. Each target must succeed on a DC 23 Intelligence saving throw or Isperia chooses an action for that target: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, or Use an Object. The affected target can't take that action for 1 minute. At the end of each of the target's turns, it can end the effect on itself with a successful DC 23 Intelligence saving throw. A target that succeeds on the saving throw becomes immune to Isperia's Supreme Legal Authority for 24 hours.</text>
      </action>
    <legendary>
        <text>Isperia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Isperia regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw Attack</name>
      <text>Isperia makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 2 Actions)</name>
      <text>Isperia casts a spell of 3rd level or lower from her list of prepared spells, using a spell slot as normal.</text>
      </legendary>
    <legendary>
        <name>Supreme Legal Authority (Costs 3 Actions)</name>
      <text>Isperia uses Supreme Legal Authority.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Isperia's innate spellcasting ability is Wisdom (spell save DC 23). Isperia can innately cast imprisonment twice per day, requiring no material components.</text>
      <text>2/day: imprisonment</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>Isperia is a 15th-level Azorius spellcaster. Her spellcasting ability is Wisdom (spell save DC 23, +14 to hit with spell attacks). Isperia has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, light, resistance, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, detect evil and good, ensnaring strike, sanctuary, shield of faith</text>
      <text>• 2nd level (3 slots): arcane lock, augury, calm emotions, hold person, silence, zone of truth</text>
      <text>• 3rd level (3 slots): bestow curse, clairvoyance, counterspell, dispel magic, tongues</text>
      <text>• 4th level (3 slots): divination, locate creature</text>
      <text>• 5th level (2 slots): dispel evil and good, scrying</text>
      <text>• 6th level (1 slots): word of recall</text>
      <text>• 7th level (1 slots): divine word</text>
      <text>• 8th level (1 slots): antimagic field</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>imprisonment, guidance, light, resistance, sacred flame, thaumaturgy, command, detect evil and good, ensnaring strike, sanctuary, shield of faith, arcane lock, augury, calm emotions, hold person, silence, zone of truth, bestow curse, clairvoyance, counterspell, dispel magic, tongues, divination, locate creature, dispel evil and good, scrying, word of recall, divine word, antimagic field</spells>
    <description>Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give up her privacy to deal with the increased crime and chaos on Ravnica.
Isperia is devoted to her guild's belief that law is the ultimate bulwark against chaos, and it is her steady hand that guides the Azorius through these uncertain times. As guildmaster, Isperia serves as the supreme judge, a role that takes advantage of her encyclopedic knowledge of Ravnica's labyrinthine legal system.
If an encounter turns violent, Isperia refrains from using lethal force if possible, preferring to subdue a wrongdoing so that the legal system can mete out justice.
Source: Guildmasters' Guide to Ravnica p. 227</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Jarad Vod Savo</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>180 (24d8+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>16</con>
    <int>20</int>
    <wis>16</wis>
    <cha>15</cha>
    <save>Con +10, Int +12, Wis +10</save>
    <skill>Arcana +12, Insight +10, Perception +10</skill>
    <passive>20</passive>
    <languages>Common, Elvish, Kraul</languages>
    <cr>22</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Jarad fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Jarad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Jarad regains 25 hit points at the start of his turn. If he takes fire or radiant damage, this trait doesn't function at the start of his next turn. He dies only if he starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Spore Infusion</name>
      <text>Jarad is surrounded by a cloud of spores. As a bonus action, he can cause the spores to deal 11 (2d10) poison damage to a creature he can see within 10 feet of him.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>Jarad has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces Jarad to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, he drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Jarad makes two attacks: one with his Noxious Touch and one with his Staff of Svogthir. He can cast a spell with a casting time of 1 action in place of one of these attacks.</text>
      </action>
    <action>
        <name>Noxious Touch</name>
      <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 28 (8d6) poison damage, and the target must succeed on a DC 20 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Noxious Touch|+12|8d6</attack>
      </action>
    <action>
        <name>Staff of Svogthir</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 13 (3d8) poison damage and 13 (3d8) necrotic damage.</text>
      <attack>Staff of Svogthir|+12|2d6+5</attack>
      </action>
    <legendary>
        <text>Jarad can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Jarad regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>Jarad casts one of his cantrips.</text>
      </legendary>
    <legendary>
        <name>Noxious Touch (Costs 2 Actions)</name>
      <text>Jarad uses Noxious Touch.</text>
      </legendary>
    <legendary>
        <name>Disrupt Life (Costs 3 Actions)</name>
      <text>Each creature within 30 feet of Jarad must make a DC 20 Constitution saving throw, taking 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Jarad is a 14th-level Golgari spellcaster. His spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). Jarad has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, chill touch, mage hand, poison spray, prestidigitation</text>
      <text>• 1st level (4 slots): entangle, ray of sickness, sleep</text>
      <text>• 2nd level (3 slots): Melf's acid arrow, ray of enfeeblement, spider climb, web</text>
      <text>• 3rd level (3 slots): animate dead, plant growth, vampiric touch</text>
      <text>• 4th level (3 slots): blight, giant insect, grasping vine</text>
      <text>• 5th level (2 slots): cloudkill, insect plague</text>
      <text>• 6th level (1 slots): circle of death, create undead</text>
      <text>• 7th level (1 slots): finger of death, forcecage</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>acid splash, chill touch, mage hand, poison spray, prestidigitation, entangle, ray of sickness, sleep, Melf's acid arrow, ray of enfeeblement, spider climb, web, animate dead, plant growth, vampiric touch, blight, giant insect, grasping vine, cloudkill, insect plague, circle of death, create undead, finger of death, forcecage</spells>
    <description>The Golgari guildmaster is a Devkarin necromancer and lich named Jarad Vod Savo. In life, Jarad was an archer and accomplished hunter, as well as the brother of the previous guildmaster, the ambitious Savra. Jarad mastered the ways of necromancy so he could rise as a lich after he sacrificed himself to save his son from the demon Rakdos.
As head of the Golgari Swarm, Jarad commands elf and medusa assassins, legions of kraul, brutish trolls, and masses of undercity-dwelling creatures. Thanks to the necromantic power he wields-and with the support of his loyal guards and soldiers-he has survived a number of assassination attempts from various upstarts.
Undead Nature. Jarad doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 235</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kraul Death Priest</name>
    <size>M</size>
    <type>humanoid (kraul)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft., climb 30 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>14</con>
    <int>12</int>
    <wis>15</wis>
    <cha>10</cha>
    <save>Con +4, Wis +4</save>
    <skill>Insight +4, Nature +3, Religion +3</skill>
    <passive>12</passive>
    <languages>Common, Kraul</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Feed on Death</name>
      <text>When a creature within 30 feet of the kraul drops to 0 hit points, the kraul or another creature of its choice within 30 feet of it gains 5 (1d10) temporary hit points, provided the kraul isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Hive Mind</name>
      <text>The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kraul makes one attack with its quarterstaff and casts one of its spells with a casting time of 1 action.</text>
      </action>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage, or 7 (1d8 + 3) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+5|1d6+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The kraul's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kraul can innately cast the following spells, requiring no material components:</text>
      <text>At will: chill touch, poison spray</text>
      <text>3/day each: ray of enfeeblement, ray of sickness</text>
      <text>1/day each: animate dead, blight, vampiric touch</text>
      </trait>
    <spells>chill touch, poison spray, ray of enfeeblement, ray of sickness, animate dead, blight, vampiric touch</spells>
    <description>The death priests occupy the highest roles in kraul society. They lead the buzzing chants of the kraul rites. Their inscrutable clicks and buzzing can summon crippling necromantic magic, and the presence of death seems to fortify them. They draw power from the defeat of their enemies and channel it to their followers, ensuring the continuation of the cycle.
The current leader of the kraul is a death priest named Mazirek.
Kraul. The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.
Source: Guildmasters' Guide to Ravnica p. 214</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kraul Warrior</name>
    <size>M</size>
    <type>humanoid (kraul)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>13</con>
    <int>10</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Kraul, understands Common but can't speak it</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hive Mind</name>
      <text>The kraul is immune to the charmed and frightened conditions while within 30 feet of at least one other kraul.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kraul has advantage on an attack roll against a creature if at least one of the kraul's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The kraul can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Winged Kraul Warriors</name>
      <text>Some kraul warriors have a flying speed of 40 feet, as a result of possessing gossamer wings. Their wings give them a higher station among the kraul soldiers. Winged kraul warriors serve the guild as scouts and shock troops.</text>
      </action>
    <description>Kraul society is organized into well-defined roles and castes. The vast majority of the kraul occupy various tiers of soldiery, from commanders and elite troops down to the lowliest infantry.
Kraul. The kraul are an ascendant power group within the Golgari Swarm, long content to linger at the margins of the undercity but now increasingly making their buzzing voices heard in the subterranean Golgari guildhall. These six-legged, insectile beings are hard-headed and literal-minded, with little grasp of metaphor or nuance.
Source: Guildmasters' Guide to Ravnica p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lawmage</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>15 (breastplate)</ac>
    <hp>84 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>14</con>
    <int>17</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Int +6, Wis +5</save>
    <skill>Arcana +6, Perception +5, Persuasion +4</skill>
    <passive>15</passive>
    <languages>Common plus any one language</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+4|1d6+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The lawmage is an 8th-level Azorius spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The lawmage has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, friends, light, message</text>
      <text>• 1st level (4 slots): alarm, expeditious retreat, shield</text>
      <text>• 2nd level (3 slots): arcane lock, detect thoughts, hold person</text>
      <text>• 3rd level (3 slots): clairvoyance, dispel magic, slow</text>
      <text>• 4th level (2 slots): locate creature, stoneskin</text>
      </trait>
    <slots>4, 3, 3, 2</slots>
    <spells>fire bolt, friends, light, message, alarm, expeditious retreat, shield, arcane lock, detect thoughts, hold person, clairvoyance, dispel magic, slow, locate creature, stoneskin</spells>
    <description>The Azorius Senate has spellcasters who are trained to capture lawbreakers and bring them to justice. A lawmage's magic is focused on restraining criminals and on protecting bystanders from becoming casualties when arresters are pursuing malefactors. A significant proportion of the guild's vedalken are lawmages.
Source: Guildmasters' Guide to Ravnica p. 228</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lazav</name>
    <size>M</size>
    <type>monstrosity (shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>204 (24d8+96)</hp>
    <speed>walk 40 ft.</speed>
    <str>16</str>
    <dex>24</dex>
    <con>18</con>
    <int>22</int>
    <wis>20</wis>
    <cha>22</cha>
    <save>Dex +13, Int +12, Wis +11, Cha +12</save>
    <skill>Deception +18, Insight +11, Perception +11, Stealth +19</skill>
    <passive>21</passive>
    <languages>Common, Thieves' cant</languages>
    <cr>17</cr>
    <resist>necrotic, psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Elusive</name>
      <text>No attack roll has advantage against Lazav unless he is incapacitated.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Lazav fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Shapechanger Savant</name>
      <text>Lazav can use a bonus action to polymorph into a Small or Medium humanoid he has seen. His statistics, other than his size, are the same in each form. Any equipment he is wearing or carrying isn't transformed.</text>
      </trait>
    <trait>
        <name>Psychic Defenses</name>
      <text>Unless Lazav is incapacitated, he is immune to magic that allows other creatures to read his thoughts, determine whether he is lying, know his alignment, or know his creature type. Creatures can telepathically communicate with Lazav only if he allows it.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Lazav makes three shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 10 (1d6 + 7) piercing damage plus 10 (3d6) psychic damage, and the target has disadvantage on the next attack roll it makes before Lazav's next turn.</text>
      <attack>Shortsword|+13|1d6+7</attack>
      </action>
    <legendary>
        <text>Lazav can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Lazav regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Lazav makes a weapon attack.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 2 Actions)</name>
      <text>Lazav casts one of his innate spells.</text>
      </legendary>
    <legendary>
        <name>Shifting Nightmare (Costs 3 Actions)</name>
      <text>Lazav rapidly takes the form of several nightmarish creatures, lashing out at all nearby. Each creature within 10 feet of Lazav must succeed on a DC 21 Dexterity saving throw or take 18 (4d8) damage of a type chosen by Lazav: acid, cold, fire, lightning, or necrotic.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Lazav's innate spellcasting ability is Intelligence (spell save DC 20). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, encode thoughts (see chapter 2), freedom of movement, vicious mockery (4d4 psychic damage)</text>
      <text>3/day each: blur, confusion, mirror image</text>
      <text>1/day each: modify memory, Rary's telepathic bond</text>
      </trait>
    <spells>detect thoughts, encode thoughts, freedom of movement, vicious mockery, blur, confusion, mirror image, modify memory, Rary's telepathic bond</spells>
    <description>Lazav is uniquely qualified to be the Dimir guildmaster: he is a shapechanger whose mysterious genius is informed by agents from the entire Dimir network. He takes on a tremendous variety of guises as his needs and plans require. He might step out into the Ravnican streets as an elderly widow to eavesdrop at the bazaar, become a vedalken hussar of the Azorius Senate to sidestep a checkpoint, or transform into a Tin Street merchant to deceive a passing noble. His true form might be that of a doppelganger or some other creature; no one has ever seen it.
Source: Guildmasters' Guide to Ravnica p. 232</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Master of Cruelties</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>17</dex>
    <con>16</con>
    <int>19</int>
    <wis>16</wis>
    <cha>21</cha>
    <save>Con +7, Int +8, Wis +7, Cha +9</save>
    <skill>Deception +9, Intimidation +9, Performance +9, Persuasion +9</skill>
    <passive>13</passive>
    <languages>Abyssal, Common, telepathy 120 ft.</languages>
    <cr>9</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Aura of Blood Lust</name>
      <text>When any other creature starts its turn within 30 feet of the master, that creature must succeed on a DC 17 Wisdom saving throw, or it must immediately take the Attack action, making one melee attack against a random creature within reach. If no creatures are within reach, it makes a ranged attack against a random creature within range, throwing its weapon if necessary.</text>
      </trait>
    <trait>
        <name>Feed on the Crowd</name>
      <text>Whenever a creature within 60 feet of the master dies, the master gains 15 temporary hit points and has advantage on all attack rolls, ability checks, and saving throws until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The master has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The master makes two melee attacks with its spear.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 13 (3d8) psychic damage.</text>
      <attack>Spear|+8|2d6+4</attack>
      </action>
    <action>
        <name>Captivating Presence (Recharge 6)</name>
      <text>Each creature within 120 feet of the master must succeed on a DC 17 Wisdom saving throw or be charmed by the master for 1 hour. While charmed in this way, a creature's speed is 0. If the charmed creature takes damage, it can repeat the saving throw, ending the effect on itself on a success. A target that succeeds on the saving throw is immune to the Captivating Presence of all masters of cruelties for the next 24 hours.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The master's innate spellcasting ability is Charisma (spell save DC 17). The master can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person (as a 3rd-level spell), crown of madness</text>
      <text>1/day: dominate person</text>
      </trait>
    <spells>charm person, crown of madness, dominate person</spells>
    <description>When a master of cruelties steps up as ringleader of a Rakdos show, the audience can be assured of a performance they will remember for the rest of their lives—however brief that might be.
The mesmerizing presence of a master of cruelties draws every eye to the demon and commands an audience's full attention. With every act of depraved torment the demon performs, onlookers are drawn more and more into the blood lust. Audiences clamor for more violence, and those who get too caught up in the revelry feel compelled to partake in the indiscriminate killing.
Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.
Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.
Demonic "Devils.". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
Source: Guildmasters' Guide to Ravnica p. 196</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mind Drinker Vampire</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>14</ac>
    <hp>55 (10d8+10)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>16</str>
    <dex>18</dex>
    <con>12</con>
    <int>19</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Dex +6, Int +6, Wis +3</save>
    <skill>Deception +4, Insight +3, Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>4</cr>
    <resist>necrotic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the vampire can take the Hide action as a bonus action.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the vampire has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Bite|+6|1d6+4</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage. The vampire can also grapple the target (escape DC 13) if it is a creature and the vampire has a hand free.</text>
      <attack>Unarmed Strike|+6|1d8+4</attack>
      </action>
    <action>
        <name>Mind Siphon (Recharge 5-6)</name>
      <text>The vampire targets a creature it can see within 30 feet of it. The target must make a DC 14 Intelligence saving throw, with disadvantage if the vampire has previously consumed the target's blood. On a failed save, the target takes 28 (8d6) psychic damage, and the vampire discerns the target's surface emotions and thoughts. On a successful save, the target takes half as much damage, and the vampire discerns the target's general emotional state but not its thoughts.</text>
      <attack>Mind Siphon (Recharge 5-6)||8d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The vampire's innate spellcasting ability is Intelligence (spell save DC 14). It can innately cast the following spells, requiring no components:</text>
      <text>At will: message</text>
      <text>3/day each: charm person, hold person, mirror image, sleep</text>
      <text>1/day each: gaseous form, major image</text>
      </trait>
    <spells>message, charm person, hold person, mirror image, sleep, gaseous form, major image</spells>
    <description>When vampires join House Dimir, they can learn to siphon mental energy and memories along with the blood of their victims. They also study the magic favored by Dimir mind mages, giving them a powerful combination of abilities ideal for espionage and infiltration.
Szadek's Heirs. The founder of House Dimir, Szadek, was the first of the so-called mind drinkers. His secrets are passed on only to other members of his guild, and mind drinkers who leave House Dimir become enemies of the guild-the only exceptions to a rule that prohibits mind drinkers from feeding on others of their kind.
Cell Leaders. Thanks to their particular gifts, mind drinkers are often placed as leaders of small cells of covert Dimir operatives. They rarely trust their own agents, though, and often follow their cell members to make sure those members carry out missions as ordered. The most suspicious vampires might even siphon thoughts from their subordinates to detect any hint of betrayal.
Vampires. Creatures of the night, vampires are ageless undead beings who subsist on the blood of the living. They are fierce predators who mask their ravenous thirst behind a facade of sophistication and sensuality. Those who sip blood from golden chalices are no less voracious than those who tear out their victims' throats with their fangs; they just hide it better.
The vampires of Ravnica differ from those in the Monster Manual in important ways. They lack the traits and abilities that those other vampires boast, but also lack the weaknesses that hinder such vampires. What they have in common is an unquenchable thirst for the blood that sustains their undead existence.
Source: Guildmasters' Guide to Ravnica p. 224</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mind Mage</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>49 (11d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +8, Wis +5</save>
    <skill>Arcana +8, Deception +6, Insight +5, Persuasion +6</skill>
    <passive>12</passive>
    <languages>Common plus any four languages</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Special Equipment</name>
      <text>The mage wears a Spies' Murmur (see chapter 5).</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The mage's spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
      <text>At will: encode thoughts (see chapter 2), friends</text>
      <text>3/day each: charm person, detect thoughts, mage armor, sleep, suggestion</text>
      <text>1/day each: dominate person, mass suggestion, modify memory</text>
      </trait>
    <spells>encode thoughts, friends, charm person, detect thoughts, mage armor, sleep, suggestion, dominate person, mass suggestion, modify memory</spells>
    <description>Dimir mind mages are among the most feared spellcasters in Ravnica, thanks in large part to the aura of mystery that shrouds them and their work. Their ability to read and alter memories commands respect from the other members of House Dimir and makes them useful in the full spectrum of the guild's activities. Many mind mages lead cells of their own.
Source: Guildmasters' Guide to Ravnica p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nightveil Specter</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>105 (14d8+42)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>19</dex>
    <con>16</con>
    <int>6</int>
    <wis>17</wis>
    <cha>11</cha>
    <save>Dex +8, Wis +7</save>
    <skill>Insight +7, Perception +7, Stealth +8</skill>
    <passive>17</passive>
    <languages>understands Common but can't speak</languages>
    <cr>10</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Mount</name>
      <text>If the specter isn't mounted, it can use a bonus action to magically teleport onto its gloamwing mount, provided the specter and the gloamwing are on the same plane of existence. When it teleports, the specter appears astride the gloamwing along with any equipment it is wearing or carrying. While mounted and not incapacitated, the specter can't be surprised, and both it and its mount gain advantage on Dexterity saving throws.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The specter makes two scythe attacks.</text>
      </action>
    <action>
        <name>Scythe</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage plus 13 (3d8) psychic damage.</text>
      <attack>Scythe|+8|2d6+4</attack>
      </action>
    <action>
        <name>Mind Twist (Recharge 5-6)</name>
      <text>The specter magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Wisdom saving throw or take 22 (5d8) psychic damage and be stunned for 1 minute. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Twist (Recharge 5-6)||5d8</attack>
      </action>
    <action>
        <name>Reap Memory (3/Day)</name>
      <text>The specter touches one incapacitated creature and chooses 1 hour from among the past 24. Unless the creature succeeds on a DC 15 Intelligence saving throw, the creature loses all memory of that hour. The creature regains the memory only if the specter dies within the next 24 hours.</text>
      </action>
    <description>The Nightveil specters of Ravnica are hooded, undead guardians that ride flying creatures called gloamwings. They are fearsome agents of House Dimir, protecting the territory and interests of that guild-particularly the neighborhood of Nightveil, from which the specters get their name. Their work can include driving off people who accidentally wander too close to a secret rooftop meeting, killing those who knowingly infiltrate Dimir property, and tracking those who have stolen guild secrets, then wiping those secrets from their victims' minds to ensure that they are never shared.
Limited Sentience. A Nightveil specter is created when the mind magic of House Dimir erases a person's identity, leaving a mind so broken it can no longer live. Thus, Nightveil specters have no memory of their previous lives, and they are just clever enough to follow their orders with some amount of creativity. They pursue their assigned tasks with fearless determination.
Gloamwing Mount. If a gloamwing is killed, its specter becomes fixated on destroying those responsible. If the specter survives, it can create a new gloamwing over the course of a month, during which time the specter is incapacitated.
A gloamwing's head is almost ratlike, with prominent teeth, and its leathery skin is stretched tight over its skull, where its eyes are empty sockets. Its body is mottled with bony plates, and great wings stretch from its shoulders.
Undead Nature. A Nightveil specter and its gloamwing mount don't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 215</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Niv-Mizzet</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>22 (natural armor)</ac>
    <hp>370 (19d20+171)</hp>
    <speed>walk 40 ft., climb 30 ft., fly 80 ft.</speed>
    <str>29</str>
    <dex>14</dex>
    <con>29</con>
    <int>30</int>
    <wis>17</wis>
    <cha>25</cha>
    <save>Con +17, Int +18, Wis +11</save>
    <skill>Arcana +18, Insight +11, Perception +11</skill>
    <passive>21</passive>
    <languages>Common, Draconic</languages>
    <cr>26</cr>
    <resist>cold, psychic, thunder</resist>
    <immune>fire, lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Niv-Mizzet fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Locus of the Firemind</name>
      <text>Niv-Mizzet can maintain concentration on two different spells at the same time. In addition, he has advantage on saving throws to maintain concentration on spells.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Niv-Mizzet has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Master Chemister</name>
      <text>When Niv-Mizzet casts a spell that deals damage, he can change the spell's damage to cold, fire, force, lightning, or thunder.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Niv-Mizzet makes three attacks: one with his bite and two with his claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 18 (2d8 + 9) piercing damage plus 14 (4d6) fire damage.</text>
      <attack>Bite|+17|2d8+9</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 14 (2d4 + 9) slashing damage.</text>
      <attack>Claw|+17|2d4+9</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 16 (2d6 + 9) bludgeoning damage.</text>
      <attack>Tail|+17|2d6+9</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>Niv-Mizzet exhales fire in a 90-foot cone. Each creature in that area must make a DC 25 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||26d6</attack>
      </action>
    <legendary>
        <text>Niv-Mizzet can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Niv-Mizzet regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>Niv-Mizzet casts one of his cantrips.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>Niv-Mizzet makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>Niv-Mizzet beats his wings. Each creature within 15 feet of him must succeed on a DC 25 Dexterity saving throw or take 14 (2d4 + 9) bludgeoning damage and be knocked prone. Niv-Mizzet can then fly up to half his flying speed.</text>
      </legendary>
    <legendary>
        <name>Dracogenius (Costs 3 Actions)</name>
      <text>Niv-Mizzet regains a spell slot of 3rd level or lower.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Niv-Mizzet is a 20th-level Izzet spellcaster. His spellcasting ability is Intelligence (spell save DC 26, +18 to hit with spell attacks). He has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, prestidigitation, ray of frost, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, magic missile, shield, thunderwave, unseen servant</text>
      <text>• 2nd level (3 slots): blur, enlarge/reduce, flaming sphere, hold person, scorching ray</text>
      <text>• 3rd level (3 slots): counterspell, fireball, lightning bolt, slow</text>
      <text>• 4th level (3 slots): confusion, dimension door, fabricate</text>
      <text>• 5th level (2 slots): conjure elemental, polymorph, wall of fire, wall of force</text>
      <text>• 6th level (1 slots): chain lightning, disintegrate, true seeing</text>
      <text>• 7th level (1 slots): project image, reverse gravity, teleport</text>
      <text>• 8th level (1 slots): control weather, maze, power word stun</text>
      <text>• 9th level (1 slots): prismatic wall</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1, 1</slots>
    <spells>fire bolt, light, prestidigitation, ray of frost, shocking grasp, detect magic, magic missile, shield, thunderwave, unseen servant, blur, enlarge/reduce, flaming sphere, hold person, scorching ray, counterspell, fireball, lightning bolt, slow, confusion, dimension door, fabricate, conjure elemental, polymorph, wall of fire, wall of force, chain lightning, disintegrate, true seeing, project image, reverse gravity, teleport, control weather, maze, power word stun, prismatic wall</spells>
    <description>Possessed of arrogance and vanity that matches his vast intellect and tremendous power, Niv-Mizzet is the ancient dragon who founded and continues to control the Izzet League. From his private laboratory at the top of the Izzet guildhall, Niv-Mizzet directs the research and experiments of his countless underlings. He coordinates a tremendous number of apparently unrelated projects, working toward some mysterious end.
There can be little doubt that this ancient dragon is one of the most intelligent beings on Ravnica and one of the world's most powerful spellcasters. He is just as acquisitive as any dragon, but his treasure is scientific and magical knowledge. His ambition is a looming threat in the minds of all the other guildmasters, but confronting him directly is almost unthinkable thanks to the combination of his awesome magical power and the sheer physical threat of a fire-breathing, swordtoothed dragon.
Source: Guildmasters' Guide to Ravnica p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nivix Cyclops</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Unaligned</alignment>
    <ac>14 (half plate armor)</ac>
    <hp>115 (10d10+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>24</str>
    <dex>9</dex>
    <con>22</con>
    <int>7</int>
    <wis>10</wis>
    <cha>9</cha>
    <save>Con +9, Wis +3</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Giant</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The cyclops has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cyclops makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 23 (3d10 + 7) bludgeoning damage.</text>
      <attack>Slam|+10|3d10+7</attack>
      </action>
    <reaction>
        <name>Spell Vitalization</name>
      <text>Immediately after a creature casts a spell of 1st level or higher within 120 feet of the cyclops, the cyclops can move up to twice its speed without provoking opportunity attacks. It can then make one slam attack against a target of its choice.</text>
      </reaction>
    <description>Cyclopes like those described in the Monster Manual are found primarily among the Gruul Clans. They are forces of nature, and even though they have occasionally been recruited into the Boros Legion, they can never truly be tamed.
Cyclopes serve the Izzet league as workshop guardians, personal protectors, and heavy laborers. They wear mizzium armor plating to minimize injuries from laboratory mishaps, piston gauntlets to increase their strength for lifting and punching, and telescopic helmets to minimize the shortcomings of their monocular vision. They are sometimes called monoclons or Nivix cyclopes, after the name of the Izzet guildhall.
Source: Guildmasters' Guide to Ravnica p. 216</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Obzedat Ghost</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>14 (natural armor plus 1 for each other Obzedat)</ac>
    <hp>110 (20d8+20)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>13</con>
    <int>18</int>
    <wis>20</wis>
    <cha>17</cha>
    <save>Int +7, Wis +8</save>
    <skill>Insight +8, Perception +8</skill>
    <passive>18</passive>
    <languages>Common</languages>
    <cr>8</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Council of Five</name>
      <text>The ghost has a trait based on who it is, as shown below:</text>
      <text>• Enezesku: Enfeebling Ray. Enezesku's Innate Spellcasting trait includes ray of enfeeblement, which he can cast at will.</text>
      <text>• Fautomni: Undead Fortitude. If damage reduces Fautomni to 0 hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Fautomni drops to 1 hit point instead.</text>
      <text>• Karlov: Unnatural Vigor. When Karlov regains hit points, he has advantage on attack rolls he makes on his next turn.</text>
      <text>• Vuliev: Teleportation. Vuliev's Innate Spellcasting trait includes misty step, which he can cast at will.</text>
      <text>• Xil Xaxosz: Lingering Spite. When Xil Xaxosz is reduced to 0 hit points, his incorporeal form explodes in a burst of necrotic energy. Each creature within 5 feet of him must make a DC 16 Constitution saving throw, taking 14 (4d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Ethereal Sight</name>
      <text>The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (1/Day)</name>
      <text>If the ghost fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Life Drain</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 18 (4d8) necrotic damage, and the ghost regains hit points equal to half the amount of damage the target takes. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. The target dies if its hit point maximum is reduced to 0. This reduction to the target's hit point maximum lasts until the target finishes a long rest.</text>
      <attack>Life Drain|+8|4d8</attack>
      </action>
    <action>
        <name>Convene the Ghost Council</name>
      <text>The ghost summons the other four members of the Obzedat. At the start of the ghost's next turn, the other members appear in unoccupied spaces within 30 feet of the summoner. The ghosts each roll initiative when they appear.</text>
      </action>
    <legendary>
        <text>If five Obzedat ghosts are all within 30 feet of each other, they can collectively take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Obzedat ghosts regain spent legendary actions at the start of the turn of the ghost with the highest initiative.</text>
      </legendary>
    <legendary>
        <name>Forced Obedience</name>
      <text>A target that all of the Obzedat ghosts can see must succeed on a DC 16 Wisdom saving throw or bow until the end of its next turn. Until this bow ends, the target can't take actions or reactions, and its speed is 0 and can't be increased.</text>
      </legendary>
    <legendary>
        <name>Indentured Spirits (Costs 3 Actions)</name>
      <text>The Obzedat ghosts conjure 1d6 indentured spirit (described in this chapter) within 60 feet of one of them.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The ghost's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: chill touch (at 5th level, and the ghost regains hit points equal to half the amount of damage the target takes)</text>
      <text>1/day each: sanctuary, spirit guardians (at 4th level)</text>
      </trait>
    <spells>chill touch, sanctuary, spirit guardians</spells>
    <description>The ghosts who make up the Obzedat are traditionally called patriarchs, though they can be male or female. They are the oldest, wealthiest, and most influential oligarchs of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the guild and accumulate even larger fortunes.
Mostly Unanimous. The ghosts of the Obzedat function as a unit, driven by their shared desire to accumulate ever more wealth for the guild. In times of disagreement, the eldest of the council exerts his seniority to bend the council to his will.
Grandfather Karlov. The head of the council, who gives final approval to its decisions and breaks ties within the group, is Karlov, known as Grandfather. In life, Karlov was the greediest of Orzhov oligarchs, and his many centuries as a spirit have not diminished his hunger for more wealth.
Undead Nature. An Obzedat ghost doesn't require air, food, drink, or sleep.
The Ghost Council's Traits
Ideal: "Influence is measured in power, status, and money, but mostly money."
Bond: "Gather as much as you can while you can, for when you die, you will take it with you."
Flaw: "Everyone has a price."
Source: Guildmasters' Guide to Ravnica p. 245</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Orzhov Giant</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>13</dex>
    <con>21</con>
    <int>12</int>
    <wis>13</wis>
    <cha>8</cha>
    <save>Dex +4, Con +8, Wis +4</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common, Giant</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Focus</name>
      <text>As a bonus action, the giant can target a creature it can see within 30 feet of it and make that creature its focus. The target remains the giant's focus for 1 minute, or until either the target or the giant drops to 0 hit points. When the giant makes an attack roll against its focus, it adds a d4 to its attack roll. If the giant attacks a different target while it has a focus, it subtracts a d4 from its attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greataxe attacks.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage. If the Orzhov giant scores a critical hit, it rolls the damage dice three times, instead of twice.</text>
      <attack>Greataxe|+9|3d12+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+9|4d10+6</attack>
      </action>
    <description>A few giants join the ranks of the Orzhov Syndicate and serve as guards, executioners, and thugs-the muscle of the guild. The presence of Orzhov giants in markets and streets serves as an effective reminder for business owners to keep their payments up to date.
Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
Source: Guildmasters' Guide to Ravnica p. 202</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Precognitive Mage</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>11 (14 with mage armor)</ac>
    <hp>63 (14d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>13</dex>
    <con>10</con>
    <int>18</int>
    <wis>13</wis>
    <cha>11</cha>
    <save>Int +6, Wis +3</save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>Common plus any one language</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+1|1d6-1</attack>
      </action>
    <action>
        <name>Glimpse the Temporal Flood (Recharge 5-6)</name>
      <text>The mage targets one creature within 120 feet of it that it can see. The target takes 18 (4d8) psychic damage, and it must succeed on a DC 14 Intelligence saving throw or be stunned until the end of its next turn.</text>
      </action>
    <reaction>
        <name>Precognitive Insight (3/Day)</name>
      <text>When the mage or a creature it can see makes an attack roll, a saving throw, or an ability check, the mage can cause the roll to be made with advantage or disadvantage.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The mage's innate spellcasting ability is Intelligence (spell save DC 14). It can cast the following spells, requiring no material components:</text>
      <text>3/day: detect thoughts, mage armor</text>
      <text>1/day each: clairvoyance, locate object</text>
      </trait>
    <spells>detect thoughts, mage armor, clairvoyance, locate object</spells>
    <description>Precognitive mages, a rarity among Azorius spellcasters, are capable of capturing glimpses of the future. They are typically employed to anticipate the actions of wanted criminals, thus aiding in their capture.
Source: Guildmasters' Guide to Ravnica p. 228</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rakdos</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>300 (24d12+144)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>26</str>
    <dex>15</dex>
    <con>22</con>
    <int>14</int>
    <wis>18</wis>
    <cha>30</cha>
    <save>Str +15, Con +13, Wis +11, Cha +17</save>
    <skill>Intimidation +17, Performance +17, Persuasion +17</skill>
    <passive>14</passive>
    <languages>Abyssal, Common</languages>
    <cr>24</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Captivating Presence</name>
      <text>Any creature that starts its turn within 30 feet of Rakdos must make a DC 25 Wisdom saving throw. On a failed save, the creature becomes charmed by Rakdos for 1 minute or until the creature is farther than 30 feet away from him. On a successful save, the creature becomes immune to Rakdos's Captivating Presence for 24 hours.</text>
      </trait>
    <trait>
        <name>Cruel Entertainment</name>
      <text>When a creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Rakdos fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Rakdos has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Rakdos's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Rakdos makes two attacks with his Curtain-Call Scythe or his claws.</text>
      </action>
    <action>
        <name>Curtain-Call Scythe</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 24 (3d10 + 8) slashing damage plus 13 (3d8) fire damage.</text>
      <attack>Curtain-Call Scythe|+15|3d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.</text>
      <attack>Claw|+15|2d8+8</attack>
      </action>
    <legendary>
        <text>Rakdos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Rakdos regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Sadistic Revelry</name>
      <text>Each creature within 60 feet of Rakdos that is his ally or is charmed by him must use its reaction to move up to half its speed toward the creature closest to it that it can see, provided it isn't already within 5 feet of that creature. It then must make one melee attack against that creature if it is able to do so.</text>
      </legendary>
    <legendary>
        <name>Scythe (Costs 2 Actions)</name>
      <text>Rakdos uses Curtain-Call Scythe.</text>
      </legendary>
    <legendary>
        <name>Touch of Pain (Costs 3 Actions)</name>
      <text>Rakdos makes a claw attack against one creature within 10 feet of him. The target must succeed on a DC 25 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature can't maintain concentration on a spell or any other effect that requires concentration. The poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Rakdos's spellcasting ability is Charisma (spell save DC 25). He can innately cast hellish rebuke (at 5th level) at will, requiring no material components.</text>
      <text>At will: hellish rebuke</text>
      </trait>
    <spells>hellish rebuke</spells>
    <description>Rakdos, the demon for whom his cult is named, embodies hedonism. He is also the consummate entertainer, whose mere appearance is an act of grisly performance art. A monstrous figure standing thirty feet tall, spreading enormous wings, crowned with fire and swinging a flaming scythe, Rakdos demands the spotlight. His every entrance is a showstopper.
Sometimes after his grand entrance, Rakdos crouches to witness the performances of those who adore him. To them, his opinion is the only one that matters, but he is a demanding spectator. He has seen thousands of years of circus tricks and has no patience for performers who don't give their all. His flaming scythe has brought more than one tepid show to a sudden and spectacular close. Jaded as he is, Rakdos attends his cult's performances only rarely. He often retreats into his lair below the cult's guildhall for months or years at a time, but his followers know that he might emerge at any time to witness the latest spectacle.
Source: Guildmasters' Guide to Ravnica p. 247</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rakdos Lampooner</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (leather armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>13</con>
    <int>12</int>
    <wis>9</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +6, Performance +6</skill>
    <passive>9</passive>
    <languages>Common plus any one language</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The lampooner is a 4th-level Rakdos spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It knows the following bard spells:</text>
      <text>Cantrips (at will): dancing lights, minor illusion, vicious mockery</text>
      <text>• 1st level (4 slots): bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave</text>
      <text>• 2nd level (3 slots): crown of madness, enthrall, suggestion</text>
      </trait>
    <slots>4, 3</slots>
    <spells>dancing lights, minor illusion, vicious mockery, bane, dissonant whispers, silent image, Tasha's hideous laughter, thunderwave, crown of madness, enthrall, suggestion</spells>
    <description>One of the most effective weapons in the Rakdos cult's arsenal is satire, and a Rakdos lampooner is a virtuoso of that art. Lampooners generally reserve their mockery for people and guilds that have seized an outsized measure of power, those who need to be taken down a peg, rather than piling further humiliation onto those who are already struggling. They use masks, marionettes, or effigies to caricature public figures, or sometimes play pranks on those individuals directly in the streets.
Source: Guildmasters' Guide to Ravnica p. 248</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rakdos Performer, Blade Juggler</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>13</str>
    <dex>17</dex>
    <con>12</con>
    <int>10</int>
    <wis>8</wis>
    <cha>15</cha>
    <save>Dex +5, Cha +4</save>
    <skill>Acrobatics +7, Performance +4</skill>
    <passive>9</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Nimble</name>
      <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The juggler makes three dagger attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
Source: Guildmasters' Guide to Ravnica p. 249</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rakdos Performer, Fire Eater</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>13</str>
    <dex>17</dex>
    <con>12</con>
    <int>10</int>
    <wis>8</wis>
    <cha>15</cha>
    <save>Dex +5, Cha +4</save>
    <skill>Acrobatics +7, Performance +4</skill>
    <passive>9</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Nimble</name>
      <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fire eater makes two attacks with its bladed chain.</text>
      </action>
    <action>
        <name>Bladed Chain</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Bladed Chain|+5|1d6+3</attack>
      </action>
    <action>
        <name>Spew Flame (Recharge 4-6)</name>
      <text>The fire eater exhales flames. Each creature in a 15-foot cone must make a DC 13 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Spew Flame (Recharge 4-6)||2d8</attack>
      </action>
    <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
Source: Guildmasters' Guide to Ravnica p. 249</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rakdos Performer, High-Wire Acrobat</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>13</str>
    <dex>17</dex>
    <con>12</con>
    <int>10</int>
    <wis>8</wis>
    <cha>15</cha>
    <save>Dex +5, Cha +4</save>
    <skill>Acrobatics +7, Performance +4</skill>
    <passive>9</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Nimble</name>
      <text>The performer can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The acrobat makes two attacks with its barbed pole.</text>
      </action>
    <action>
        <name>Barbed Pole</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage, and the acrobat can jump up to 20 feet. This movement doesn't provoke opportunity attacks.</text>
      <attack>Barbed Pole|+5|1d8+3</attack>
      </action>
    <description>By offering a place for those of many different talents, the Cult of Rakdos has seen its numbers swell with performing artists, including blade jugglers, fire eaters, and high wire acrobats. Performers carry the message of Rakdos out into the streets: cut loose, free yourself from the bonds of society's mores and expectations, and indulge your desires.
Source: Guildmasters' Guide to Ravnica p. 249</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Reckoner</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>15</con>
    <int>15</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Arcana +4, Intimidation +2, Perception +3</skill>
    <passive>13</passive>
    <languages>Common plus any one language</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>First Strike</name>
      <text>The reckoner has advantage on initiative rolls.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <reaction>
        <name>Lightning Backlash (Recharge 5-6)</name>
      <text>When a creature hits the reckoner with an attack, the attacker takes lightning damage equal to half the damage dealt by the attack.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The reckoner is a 5th-level Boros spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The reckoner has the following wizard spells prepared:</text>
      <text>Cantrips (at will): blade ward, light, message, shocking grasp</text>
      <text>• 1st level (4 slots): guiding bolt, shield, thunderwave, witch bolt</text>
      <text>• 2nd level (3 slots): blur, levitate</text>
      <text>• 3rd level (2 slots): lightning bolt</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>blade ward, light, message, shocking grasp, guiding bolt, shield, thunderwave, witch bolt, blur, levitate, lightning bolt</spells>
    <description>Boros reckoners combine physical power and magical prowess, serving as the shock troops of the legion. They are adept at breaking up mobs and organized lines of defense. Sometimes described as living thunderstorms, reckoners charge their bodies with lightning that bursts forth in their spells and lashes out at enemies who harm them. Many reckoners are minotaurs.
Source: Guildmasters' Guide to Ravnica p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rubblebelt Stalker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (piecemeal armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>14</wis>
    <cha>8</cha>
    <save></save>
    <skill>Athletics +2, Perception +4, Stealth +4</skill>
    <passive>14</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, the stalker has advantage on attack rolls against any creature that hasn't taken a turn yet.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>The stalker can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Ruin Dweller</name>
      <text>The stalker has advantage on Dexterity (Stealth) checks made to hide in ruins, and its speed is not reduced in difficult terrain composed of rubble.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The stalker deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The stalker makes three attacks with its shortsword.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <description>Rubblebelt stalkers are scouts and skirmishers for the Gruul Clans. They excel at moving over challenging terrain, whether they're picking their way through treacherous ruins or clambering across rooftops. They favor ambush tactics and avoid confrontations with stronger forces, relying on their superior mobility to make their escape.
Source: Guildmasters' Guide to Ravnica p. 239</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Scorchbringer Guard</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>16 (breastplate)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>9</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Explosive Tank</name>
      <text>When the guard dies, or if it rolls a 1 when checking whether its Scorchbringer action recharges, the tank on its back explodes in a 10-foot radius sphere. Each creature in that area must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. The explosion ignites flammable objects that aren't being worn or carried, and it destroys the scorchbringer.</text>
      </trait>
    <action>
        <name>Light Hammer</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Light Hammer|+4|1d4+2</attack>
      </action>
    <action>
        <name>Scorchbringer (Recharge 4-6)</name>
      <text>The guard's scorchbringer spouts a stream of flame in a line that is 30 feet long and 5 feet wide. Each creature in the line must make a DC 12 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Scorchbringer (Recharge 4-6)||2d6</attack>
      </action>
    <description>While chemisters focus on inventing new tools, weapons, and other devices for the guild to use, the role of a blastseeker is to put those devices to work. Despite the name, not all such devices produce explosions, but all the most interesting ones (from the Izzet perspective) do.
Source: Guildmasters' Guide to Ravnica p. 243</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Servitor Thrull</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>22 (4d6+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>14</con>
    <int>6</int>
    <wis>6</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Claws|+3|1d8+1</attack>
      </action>
    <reaction>
        <name>Self-Sacrifice</name>
      <text>When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.</text>
      </reaction>
    <description>The most wretched of thrulls are the servitors, small and slender, that serve as playthings for their Orzhov masters. They run trivial errands, transport small items, caper and dance, and keep their masters' expensive robes from trailing on the dirty street. They are utterly loyal, lacking any concept of thinking for themselves.
Thrulls. When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.
Construct Nature. A thrull doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 221</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shadow Horror</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>120 (16d10+32)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>2</int>
    <wis>17</wis>
    <cha>18</cha>
    <save></save>
    <skill>Perception +7, Stealth +11</skill>
    <passive>17</passive>
    <languages></languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The horror can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the horror can take the Hide action as a bonus action.</text>
      </trait>
    <trait>
        <name>Shadow Stride</name>
      <text>As a bonus action, the horror can step into a shadow within 5 feet of it and magically appear in an unoccupied space within 5 feet of a second shadow that is up to 60 feet away. Both shadows must be cast by a Small or larger creature or object.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The horror makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 21 (4d8 + 3) piercing damage.</text>
      <attack>Bite|+7|4d8+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage, and the target must succeed on a DC 16 Wisdom saving throw or be frightened of the horror until the end of the target's next turn.</text>
      <attack>Claw|+7|3d6+3</attack>
      </action>
    <action>
        <name>Lashing Shadows (Recharge 5-6)</name>
      <text>Each creature within 60 feet of the horror, except other horrors, must succeed on a DC 16 Dexterity saving throw or take 27 (6d8) necrotic damage.</text>
      <attack>Lashing Shadows (Recharge 5-6)||6d8</attack>
      </action>
    <description>Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
Madness Severity
Failed Saves | Madness
1 | Short-term
2-3 | Long-term
4+ | Indefinite

Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
Primary Features
d4 | Feature
1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).

Secondary Features
d4 | Feature
1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
2 | Indomitable Mind. The horror is immune to the charmed condition.
3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.

Source: Guildmasters' Guide to Ravnica p. 205</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Simic Merfolk</name>
    <size>M</size>
    <type>humanoid (merfolk)</type>
    <alignment>Neutral</alignment>
    <ac>11</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 10 ft., swim 40 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>12</con>
    <int>11</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Aquan, Common</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The merfolk can breathe air and water.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+2|1d6</attack>
      </action>
    <description>
Source: Guildmasters' Guide to Ravnica p. 187</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Sire of Insanity</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>157 (15d12+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>6</dex>
    <con>19</con>
    <int>14</int>
    <wis>19</wis>
    <cha>22</cha>
    <save>Con +8, Int +6, Wis +8, Cha +10</save>
    <skill>Deception +10, Intimidation +10</skill>
    <passive>14</passive>
    <languages>Abyssal, Common, telepathy 120 ft.</languages>
    <cr>12</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Aura of Mind Erosion</name>
      <text>Any creature that starts its turn within 30 feet of the sire must make a DC 18 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage for 1 minute on Wisdom and Charisma checks and on Wisdom and Charisma saves. At the start of each of its turns, the sire can suppress this aura until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The sire has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sire makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one creature. 25 (3d12 + 6) piercing damage plus 16 (3d10) psychic damage.</text>
      <attack>Bite|+10|3d12+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) slashing damage plus 9 (2d8) psychic damage.</text>
      <attack>Claws|+10|1d8+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The sire's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The sire can innately cast the following spells, requiring no material components:</text>
      <text>At will: clairvoyance, crown of madness, major image, suggestion</text>
      <text>1/day each: confusion, mass suggestion</text>
      </trait>
    <spells>clairvoyance, crown of madness, major image, suggestion, confusion, mass suggestion</spells>
    <description>Rakdos nightclubs, where visitors can indulge any dark desire and revel in sadistic spectacle, are the favored haunts of the demons known as sires of insanity. Lurking in an underground vault beneath a Rakdos operation, a sire of insanity feasts on the violence, torment, and depravity unfolding above. Occasionally, cultists bring would-be recruits to the demon's presence, and—true to its name—the sire of insanity breaks the new cultist's mind.
A sire of insanity is a bloated demon resembling a bipedal lizard. It stands some thirty feet tall and weighs many thousands of pounds, so it tends to keep hidden away in its subterranean lair, working its evil from the shadows.
Demons. Just as angels are incarnations of the ideals of justice, demons embody depraved impulses: selfishness, cruelty, hatred, greed, and lust for power. Demons are strongly associated with the Cult of Rakdos; in fact, the demons of Ravnica might have been created by Rakdos in the same way that angels were created by the Boros Legion's founder. As a demon lord who has chosen to live in Ravnica, Rakdos claims authority over all the demons of this world-even if some of them, ambitious and headstrong as demons are, rebel against his authority.
Demons are agents of destruction that work their acts of terror in plain sight under the auspices of the Cult of Rakdos. They exhibit their cruelty in dramatic performances that leave the audience members blood-soaked but ecstatic. They incite mob riots that raze entire city blocks. The only thing demons fear is Rakdos himself, who doesn't tolerate rivals and hates to be upstaged.
Demonic "Devils". The creatures called "devils" in Ravnica are minor demons akin to quasits. While the larger demons embody evil qualities such as blood lust and torment, these lesser demons reflect the whimsical and chaotic side of Rakdos and his cult. Their mischievous antics cause disorder and destruction out of proportion to the demons' small size.
Diabolic Demons. Many of the demons of Ravnica are monstrous, winged creatures of human-like form. They are best represented by the statistics of the nalfeshnee, the shadow demon, or the vrock in the Monster Manual. Demons associated with the Cult of Rakdos often have fiery attacks that make them similar to barbed devils or horned devils, except that they are demons. (They are chaotic evil, they speak Abyssal and not Infernal, and they lack Devil's Sight.)
Source: Guildmasters' Guide to Ravnica p. 197</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skittering Horror</name>
    <size>H</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>228 (24d12+72)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>22</str>
    <dex>16</dex>
    <con>17</con>
    <int>2</int>
    <wis>14</wis>
    <cha>18</cha>
    <save></save>
    <skill>Perception +7, Stealth +8</skill>
    <passive>17</passive>
    <languages></languages>
    <cr>15</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The horror can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the horror has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The horror can use its Maddening Presence and make three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (4d10 + 6) piercing damage.</text>
      <attack>Bite|+11|4d10+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 24 (4d8 + 6) slashing damage.</text>
      <attack>Claws|+11|4d8+6</attack>
      </action>
    <action>
        <name>Maddening Presence</name>
      <text>The horror targets one creature it can see within 30 feet of it. If the target can see or hear the horror, the target must make a DC 17 Wisdom saving throw. On a failed saving throw, the target becomes paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the horror's Maddening Presence for the next 24 hours.</text>
      </action>
    <description>Horrors and Madness. Horrors on Ravnica are terror and madness personified. You can represent this reality by using the madness rules in the Dungeon Master's Guide.
Whenever a character fails a saving throw against the flying horror's Frightening Screech, the shadow horror's claw attack, or the skittering horror's Maddening Presence, note that fact. At the end of the encounter, have each character who failed at least one of those saving throws make a DC 13 Wisdom saving throw. On a successful save, nothing happens. On a failed save, a character gains a form of madness from the Dungeon Master's Guide, with the severity depending on how many of the saving throws that character failed during the encounter, as shown on the Madness Severity table.
Madness Severity
Failed Saves | Madness
1 | Short-term
2-3 | Long-term
4+ | Indefinite

Horrors. Terrifying evils stalk, fly, and scuttle in the dark corners of Ravnica, from the depths of the undercity to the blackest parts of the night sky. Collectively, these creatures are called horrors-a variety of things that lurk in the dark and embody the deepest fears of Ravnica's people. All are evil creatures with dim reason and preternatural cunning.
At least three guilds have been known to compel horrors into service. For House Dimir, horrors spread fear and despair in the citizenry and carry out assassinations or kidnappings against well-protected targets. For the Cult of Rakdos, horrors are simply one more weapon in an arsenal of terrifying and shock-inspiring creatures that might appear on stage. For the Golgari Swarm, horrors scavenge the sewers and protect the guild's territory.
House Dimir uses all three base kinds of horrors. The Cult of Rakdos prefers shadow horrors, and the Golgari Swarm uses skittering horrors.
Customizing a Horror. Horrors share some common body types but vary wildly in other characteristics. A particular horror's form might incorporate elements that resemble fiendish, insectile, or reptilian features. To customize a horror, choose a base creature (flying horror, shadow horror, or skittering horror), then roll once on the Primary Features table and once on the Secondary Features table (or choose an option from each table). Add those features to the base creature.
Primary Features
d4 | Feature
1 | Avoidance. If the horror is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
2 | Damage Resistances. The horror has resistance to necrotic and psychic damage.
3 | Innate Spellcasting. The horror's innate spellcasting ability is Charisma (spell save DC 13 for flying horror, DC 16 for shadow horror, and DC 17 for skittering horror). It can innately cast the following spells, requiring no material components: 3/day: darkness 1/day each: fear (shadow horror and skittering horror only), phantasmal killer (skittering horror only)
4 | Psychic Rebuke. When the horror takes damage from a melee attack, it can use its reaction to emit psychic energy within a 5-foot radius. Each creature in that area takes 3 (1d6) psychic damage (flying horror), 7 (2d6) psychic damage (shadow horror), or 10 (3d6) psychic damage (skittering horror).

Secondary Features
d4 | Feature
1 | Grasping Tendrils. The horror has four tendrils. Each tendril can be attacked (AC 12, 10 hit points). Destroying one deals no damage to the horror. As a bonus action, the horror can target one creature it can see within 10 feet of it. The target must succeed on a Dexterity saving throw or be grappled by the horror. The DC of the saving throw and the DC to escape the grapple are the same: 9 for the flying horror, 13 for the shadow horror, and 19 for the skittering horror. Until the grapple ends, the horror can't use the same tendril to grapple another target.
2 | Indomitable Mind. The horror is immune to the charmed condition.
3 | Keen Senses. The horror has advantage on Wisdom (Perception) checks that rely on sight, sound, or smell.
4 | Mind Sight. Magical darkness doesn't impede the horror's darkvision.

Source: Guildmasters' Guide to Ravnica p. 205</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skyjek Roc</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (breastplate)</ac>
    <hp>37 (5d10+10)</hp>
    <speed>walk 20 ft., fly 90 ft.</speed>
    <str>20</str>
    <dex>13</dex>
    <con>14</con>
    <int>3</int>
    <wis>10</wis>
    <cha>8</cha>
    <save>Dex +3, Wis +2</save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The roc has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The roc makes two attacks: one with its beak and one with its talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
      <attack>Beak|+7|1d8+5</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage.</text>
      <attack>Talons|+7|2d4+5</attack>
      </action>
    <description>The aerial forces of the Boros Legion-skyknights who fly alongside the angels-take to the air mounted on Skyjek rocs. These avians are named for the skyknights who are also part of the Wojek League, called Skyjeks. From the backs of their rocs, these mounted soldiers carry out reconnaissance missions, bombard enemies on the ground, and engage flying foes.
The shape of a Skyjek roc's body makes it relatively easy to saddle and ride, and it is typically equipped with armor plating on its head and chest.
Skyjek rocs are headstrong and impulsive, but their bravery makes them ideal mounts for the Boros knights.
Source: Guildmasters' Guide to Ravnica p. 219</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skyswimmer</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>216 (16d20+48)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>23</str>
    <dex>15</dex>
    <con>16</con>
    <int>7</int>
    <wis>12</wis>
    <cha>6</cha>
    <save>Con +8</save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages></languages>
    <cr>13</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The skyswimmer can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The skyswimmer makes three attacks: one with its bite and two with its slam.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the skyswimmer. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the skyswimmer, and it takes 21 (6d6) acid damage at the start of each of the skyswimmer's turns. If the skyswimmer takes 30 damage or more on a single turn from the swallowed creature, the skyswimmer must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the skyswimmer. If the skyswimmer dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
      <attack>Bite|+11|3d10+6</attack>
      <attack>Bite||6d6</attack>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +11 to hit, reach 30 ft., one target. 19 (2d12 + 6) bludgeoning damage.</text>
      <attack>Slam|+11|2d12+6</attack>
      </action>
    <description>Skyswimmers are enormous, predatory leviathans that feed on drakes, rocs, griffins, and anything else they encounter as they soar through the clouds above Ravnica.
Source: Guildmasters' Guide to Ravnica p. 220</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Soldier</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (chain mail, shield)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>12</con>
    <int>10</int>
    <wis>11</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +2, Athletics +3</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Formation Tactics</name>
      <text>The soldier has advantage on saving throws against being charmed, frightened, grappled, or restrained while it is within 5 feet of at least one ally.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The soldier makes two melee attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
      <attack>Longsword|+3|1d8+2</attack>
      </action>
    <description>Soldiers are found in many of Ravnica's guilds. The soldier stat block represents a typical member of the rank and file, though weaponry and armor can vary.
Source: Guildmasters' Guide to Ravnica p. 226, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sphinx of Judgment</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>18</int>
    <wis>18</wis>
    <cha>18</cha>
    <save></save>
    <skill>Arcana +12, History +12, Perception +8, Religion +8</skill>
    <passive>18</passive>
    <languages>Common, Sphinx</languages>
    <cr>11</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Inscrutable</name>
      <text>The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The sphinx's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sphinx makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claw|+8|2d8+4</attack>
      </action>
    <legendary>
        <text>The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw Attack</name>
      <text>The sphinx makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Teleport (Costs 2 Actions)</name>
      <text>The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 3 Actions)</name>
      <text>The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:</text>
      <text>• The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.</text>
      <text>• The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.</text>
      <text>• The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.</text>
      <text>• The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, identify, shield</text>
      <text>• 2nd level (3 slots): darkness, locate object, suggestion</text>
      <text>• 3rd level (3 slots): dispel magic, remove curse, tongues</text>
      <text>• 4th level (3 slots): banishment, greater invisibility</text>
      <text>• 5th level (1 slots): legend lore</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore</spells>
    <description>
Source: Guildmasters' Guide to Ravnica p. 183</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Sunder Shaman</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>20 (stone armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>15</dex>
    <con>21</con>
    <int>10</int>
    <wis>12</wis>
    <cha>9</cha>
    <save>Dex +6, Con +9, Wis +5</save>
    <skill>Athletics +10, Perception +5</skill>
    <passive>15</passive>
    <languages>Giant</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the giant can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The giant deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Stone Camouflage</name>
      <text>The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two slam attacks. The first of those attacks that hits deals an extra 18 (4d8) damage if the giant has taken damage since its last turn.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 24 (4d8 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|4d8+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 18 Strength saving throw or be knocked prone.</text>
      <attack>Rock|+10|4d10+6</attack>
      </action>
    <description>Gruul sunder shamans are angry giants that channel their rage into brutal attacks that deal overwhelming damage to foes and structures alike.
These shamans sometimes lead hill giants and stone giants that also live among the Gruul Clans. They are occasionally joined by cyclopes, ettins, fomorians, and ogres. Like the rest of the Gruul, they hate the urban development that encroaches on the wilds where they once lived-not least because they have so much difficulty fitting inside the small structures. They delight in destroying such edifices, and in the heat of their rage, they walk through buildings, trample people underfoot, and generally cause as much chaos as possible. They often armor themselves with pieces of buildings and wield columns or other architectural elements as clubs.
Giants. Giants use their tremendous size and strength to advance the cause of no less than four guilds. In the Boros Legion and the Orzhov Syndicate, they are cunning soldiers. The giants of the Cult of Rakdos and the Gruul Clans are no less effective but lack discipline.
Source: Guildmasters' Guide to Ravnica p. 202</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Thought Spy</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>27 (6d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>10</con>
    <int>16</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +6, Insight +3, Investigation +5, Perception +3, Sleight of hand +4, Stealth +4</skill>
    <passive>13</passive>
    <languages>Common plus any one language</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of its turns, the thought spy can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The thought spy makes two melee attacks, or it makes three ranged attacks with its daggers.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Rapier|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The thought spy's innate spellcasting ability is Intelligence (spell save DC 13). The thought spy can innately cast the following spells, requiring no components:</text>
      <text>At will: charm person, disguise self, encode thoughts (see chapter 2)</text>
      <text>1/day each: blur, detect thoughts, gaseous form</text>
      </trait>
    <spells>charm person, disguise self, encode thoughts, blur, detect thoughts, gaseous form</spells>
    <description>Thought spies form the backbone of House Dimir's covert operations. They are trained in stealth and infiltration, tactics that they supplement with rigorously developed mental abilities. To ensure that no secrets slip through Dimir's fingers, they infiltrate rival guilds. In addition to traditional means of gathering intelligence, thought spies use their magic to spy on the thoughts of their targets.
Source: Guildmasters' Guide to Ravnica p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Trostani</name>
    <size>L</size>
    <type>fey</type>
    <alignment>Neutral Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>252 (24d10+120)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>20</con>
    <int>16</int>
    <wis>30</wis>
    <cha>25</cha>
    <save>Con +11, Wis +16, Cha +13</save>
    <skill>Arcana +9, Insight +16, Nature +9, Perception +16, Persuasion +13</skill>
    <passive>26</passive>
    <languages>Common, Druidic, Elvish, Sylvan</languages>
    <cr>18</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, grappled</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Trostani fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Trostani has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Trostani's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Speak with Beasts and Plants</name>
      <text>Trostani can communicate with beasts and plants as if they shared a language.</text>
      </trait>
    <trait>
        <name>Tree Stride</name>
      <text>Once on her turn, Trostani can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Trostani takes three actions: she uses Constrict and Touch of Order, and she casts a spell with a casting time of 1 action.</text>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one creature. 15 (3d6 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained. Trostani can grapple no more than three targets at a time.</text>
      <attack>Constrict|+11|3d6+5</attack>
      </action>
    <action>
        <name>Touch of Order</name>
      <text>Melee Spell Attack: +16 to hit, reach 5 ft., one creature. 23 (3d8 + 10) radiant damage, and Trostani can choose one magic item she can see in the target's possession. Unless it's an artifact, the item's magic is suppressed until the start of Trostani's next turn.</text>
      <attack>Touch of Order|+16|3d8+10</attack>
      </action>
    <action>
        <name>Wrath of Mat'Selesnya (Recharge 5-6)</name>
      <text>Trostani conjures a momentary whirl of branches and vines at a point she can see within 60 feet of her. Each creature in a 30-foot cube on that point must make a DC 24 Dexterity saving throw, taking 21 (6d6) bludgeoning damage and 21 (6d6) slashing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Wrath of Mat'Selesnya (Recharge 5-6)||6d6</attack>
      </action>
    <legendary>
        <text>Trostani can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Trostani regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Voice of Harmony</name>
      <text>Trostani makes one melee attack, with advantage on the attack roll.</text>
      </legendary>
    <legendary>
        <name>Voice of Life</name>
      <text>Trostani bestows 20 temporary hit points on another creature she can see within 120 feet of her.</text>
      </legendary>
    <legendary>
        <name>Voice of Order</name>
      <text>Trostani casts dispel magic.</text>
      </legendary>
    <legendary>
        <name>Chorus of the Conclave (Costs 2 Actions)</name>
      <text>Trostani casts suggestion. This counts as one of her daily uses of the spell.</text>
      </legendary>
    <legendary>
        <name>Awaken Grove Guardians (Costs 3 Actions)</name>
      <text>Trostani animates one or two trees she can see within 120 feet of her, causing them to uproot themselves and become awakened trees (see the Monster Manual for their stat blocks) for 1 minute or until Trostani uses a bonus action to end the effect. These trees understand Druidic and obey Trostani's spoken commands, but can't speak. If she issues no commands to them, the trees do nothing but follow her and take the Dodge action.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Trostani's innate spellcasting ability is Wisdom (spell save DC 24). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: dispel magic, druidcraft</text>
      <text>3/day each: bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion</text>
      <text>1/day each: conjure fey, mass cure wounds</text>
      </trait>
    <spells>dispel magic, druidcraft, bless, conjure animals, giant insect, moonbeam, plant growth, spike growth, suggestion, conjure fey, mass cure wounds</spells>
    <description>The Selesnya guildmaster is an amalgamation of three dryads in body, will, and soul. Each dryad's body extends from a central trunk, so while they possess independent minds, they share a single name-Trostani and a single life force. Usually Trostani communicates the will of the Worldsoul with one voice, but she retains three distinct personalities that embody the three parts of the Selesnyan ideal: order, life, and harmony. In the midst of increasing tensions on Ravnica, the three personalities have recently been at odds over how best to navigate the conclave through such difficult times.
Trostani spends most of her time in the towering tree of Vitu-Ghazi, the Selesnya guildhall. There she communes with Mat'Selesnya and with the dryads who lead individual Selesnya communities across Ravnica.
Source: Guildmasters' Guide to Ravnica p. 252</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Undercity Medusa</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>120 (16d8+48)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>18</dex>
    <con>16</con>
    <int>17</int>
    <wis>12</wis>
    <cha>15</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Perception +4, Stealth +7</skill>
    <passive>14</passive>
    <languages>Common, Elvish</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The medusa has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>During the first round of combat, the medusa has advantage on attack rolls against any creature that is surprised, and it deals an extra 10 (3d6) damage each time it hits such a creature with an attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The medusa makes two claw attacks. It can also use Petrifying Gaze before or after making these attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claw|+7|2d8+4</attack>
      </action>
    <action>
        <name>Petrifying Gaze</name>
      <text>The medusa fixes its gaze on one creature within 60 feet of it that it can see and that can see its eyes. The target must make a DC 14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by a greater restoration spell or similar magic.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The medusa's innate spellcasting ability is Intelligence (spell save DC 14). The medusa can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: expeditious retreat, fog cloud, misty step</text>
      </trait>
    <spells>expeditious retreat, fog cloud, misty step</spells>
    <description>The medusas of Ravnica, often called gorgons, are a monstrous race of creatures that appear superficially similar to human women. In place of hair, a gorgon has a writhing mass of black, serpentine cables, and its hands are scaly claws.
The gaze of a medusa's glowing eyes causes living tissue to petrify. The transformation is rapid, leaving the victim as a stone statue, usually frozen in a position of abject fear or agony-a fine trophy for the medusa's macabre collection. The medusa must exert its will to effect this transformation, so the gaze of a surprised or friendly Ravnican medusa is harmless.
This deadly gaze attack gives medusas a degree of power among the Golgari that is out of proportion with their small numbers. Medusas command a significant share of the guild's smaller cells around Ravnica, and at least one medusa is thought to be angling for control of the entire guild at the moment.
Not all gorgons are so ambitious; some prefer to simply stalk the endless shadows of the undercity like hungry predators.
Source: Guildmasters' Guide to Ravnica p. 222</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Winged Thrull</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>31 (7d6+7)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>9</str>
    <dex>15</dex>
    <con>12</con>
    <int>8</int>
    <wis>9</wis>
    <cha>8</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Rock|+4|1d6+2</attack>
      </action>
    <reaction>
        <name>Self-Sacrifice</name>
      <text>When a creature within 5 feet of the thrull is hit by an attack, the thrull swaps places with that creature and is hit instead.</text>
      </reaction>
    <description>Winged thrulls are at once the most intelligent of Orzhov thrulls (which isn't saying much), as well as the smallest, most unobtrusive, and most mobile. They act as messengers and spies for their Orzhov masters and tend to mimic the mannerisms and movements of the oligarchs they serve.
Thrulls. When the Orzhov Syndicate rips a soul from its body to create a spirit, the cast-off remains go to the fleshmages, who use their necromantic magic to liquefy the corpse and transform it into something useful. These creations become thrulls, obedient slaves that serve in a variety of menial roles: laborers, messengers, beasts of burden, and even fashion accessories for the elite. Whatever tasks they perform, they wear faceplates forged from devalued coinage to conceal their ghastly features.
Construct Nature. A thrull doesn't require air, food, drink, or sleep.
Source: Guildmasters' Guide to Ravnica p. 221</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Wurm</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>200 (16d12+96)</hp>
    <speed>walk 50 ft., burrow 30 ft.</speed>
    <str>24</str>
    <dex>10</dex>
    <con>22</con>
    <int>3</int>
    <wis>12</wis>
    <cha>4</cha>
    <save>Con +11, Wis +6</save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>14</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Siege Monster</name>
      <text>The wurm deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Earth Tremors</name>
      <text>The wurm creates earth tremors as it moves overland or underground. Any creature that comes within 30 feet of the moving wurm for the first time on a turn must succeed on a DC 20 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone. Any structure or object anchored to the ground that comes within 30 feet of the moving wurm for the first time on a turn takes 10 (3d6) force damage.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The wurm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 24 (5d6 + 7) piercing damage. If the target is a Medium or smaller creature, it must succeed on a DC 20 Dexterity saving throw or be swallowed by the wurm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the wurm, and takes 17 (5d6) acid damage at the start of each of the wurm's turns. If the wurm takes 30 damage or more on a single turn from a creature inside it, the wurm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the wurm. If the wurm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
      <attack>Bite|+12|5d6+7</attack>
      <attack>Bite||5d6</attack>
      </action>
    <description>Wurms are huge creatures that resemble limbless, wingless dragons. They burrow through the earth and eat virtually anything they come across, and their movement accounts for much of the destruction in the rubblebelt regions of Ravnica. A wurm burrows through loose earth by using deep sonic vibrations to liquefy the earth in front of it and swim through the area. The soil resolidifies and closes behind it. Moving through rock is slower and more difficult, and the wurm leaves a tunnel in its wake. The Gruul Clans appreciate the devastation wurms can create, and the clans sometimes lure them into civilized areas where the destruction can be vast.
Source: Guildmasters' Guide to Ravnica p. 225</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Zegana</name>
    <size>M</size>
    <type>humanoid (merfolk)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>130 (20d8+40)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>14</con>
    <int>20</int>
    <wis>18</wis>
    <cha>16</cha>
    <save>Int +10, Wis +9</save>
    <skill>Insight +9, Nature +10, Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Elvish, Merfolk</languages>
    <cr>16</cr>
    <resist>cold, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>Zegana can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Zegana fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Zegana has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Prime Speaker's Trident</name>
      <text>Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (2d6 + 5) piercing damage, and the trident emits a thunderous boom. Each creature in a 15-foot cube originating from the prongs of the trident must make a DC 18 Constitution saving throw. On a failed save, the creature takes 9 (2d8) thunder damage and is pushed 10 feet away from Zegana. If the creature is underwater, the damage is increased to 13 (3d8). On a successful save, the creature takes half as much damage and isn't pushed.</text>
      <attack>Prime Speaker's Trident|+10|2d6+5</attack>
      <attack>Prime Speaker's Trident||2d8</attack>
      </action>
    <action>
        <name>Deluge (Recharge 4-6)</name>
      <text>Zegana conjures a wave of water that crashes down on an area within 120 feet of her. The area can be up to 30 feet long, up to 10 feet wide, and up to 10 feet tall. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 18 (4d8) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone. The water spreads out across the ground, extinguishing unprotected flames it comes in contact with, and then vanishes.</text>
      <attack>Deluge (Recharge 4-6)||4d8</attack>
      </action>
    <legendary>
        <text>Zegana can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zegana regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Adaptive Skin</name>
      <text>Zegana gains resistance to one damage type of her choice-acid, fire, lightning, or thunder-until the start of her next turn.</text>
      </legendary>
    <legendary>
        <name>Trident</name>
      <text>Zegana makes one melee attack with the Prime Speaker's Trident.</text>
      </legendary>
    <legendary>
        <name>Enlarge (Costs 2 Actions)</name>
      <text>Zegana casts enlarge/reduce on herself, using the enlarge option, without expending a spell slot.</text>
      </legendary>
    <legendary>
        <name>Deluge (Costs 3 Actions)</name>
      <text>Zegana uses Deluge, if available.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>Zegana is a 15th-level Simic spellcaster. Her spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). She has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, druidcraft, ray of frost, shape water</text>
      <text>• 1st level (4 slots): color spray, expeditious retreat, fog cloud, shield</text>
      <text>• 2nd level (3 slots): enlarge/reduce, gust of wind</text>
      <text>• 3rd level (3 slots): counterspell, fly, slow</text>
      <text>• 4th level (3 slots): control water, ice storm, polymorph</text>
      <text>• 5th level (2 slots): conjure elemental, creation</text>
      <text>• 6th level (1 slots): move earth, wall of ice</text>
      <text>• 7th level (1 slots): prismatic spray, teleport</text>
      <text>• 8th level (1 slots): control weather, dominate monster</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>acid splash, druidcraft, ray of frost, shape water, color spray, expeditious retreat, fog cloud, shield, enlarge/reduce, gust of wind, counterspell, fly, slow, control water, ice storm, polymorph, conjure elemental, creation, move earth, wall of ice, prismatic spray, teleport, control weather, dominate monster</spells>
    <description>The regal and reticent Prime Speaker Zegana is the merfolk guildmaster of the Simic Combine. She upholds the traditional ways of the guild and its utopian philosophy, which espouses a vision of an ideal world in which nature and civilization coexist in perfect balance. Some people in the guild-members of the Adaptationist faction in particular-argue that her ways are outdated and the guild requires more practical leadership. In response, Zegana maintains that she serves as prime speaker only at the sufferance of the Speakers' Chamber, and if the other speakers wish to replace her, they are certainly within their rights to do so.
Source: Guildmasters' Guide to Ravnica p. 255</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aarakocra</name>
    <size>M</size>
    <type>humanoid (aarakocra)</type>
    <alignment>Neutral Good</alignment>
    <ac>12</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 20 ft., fly 50 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>11</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Auran, Aarakocra</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dive Attack</name>
      <text>If the aarakocra is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 3 (1d6) damage to the target.</text>
      </trait>
    <action>
        <name>Talon</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Talon|+4|1d4+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Javelin|+4|1d6+2</attack>
      </action>
    <action>
        <name>Summon Air Elemental</name>
      <text>Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.</text>
      </action>
    <description>Aarakocra range the Howling Gyre, an endless storm of mighty winds and lashing rains that surrounds the tranquil realm of Aaqa in the Elemental Plane of Air. Making aerial patrols, these birdlike humanoids guard the windy borders of their home against invaders from the Elemental Plane of Earth, such as gargoyles, their sworn enemies.
Enemies of Elemental Evil. In service to the Wind Dukes of Aaqa, aarakocra scout the planes in search of temples of Elemental Evil. They spy on malign elemental creatures and then either take the fight to those creatures or report back to the Wind Dukes.
On the Material Plane, aarakocra create aeries atop the highest mountains, especially peaks near portals to the Elemental Plane of Air. From such heights, aarakocra watch for signs of elemental incursions, as well as for nascent threats to their home plane. Aarakocra prefer to live their lives like the wind-unburdened and ever moving-yet they watch over a region for years if that's what it takes to guard against the incursions of Elemental Evil.
Aarakocra have no concept of political borders or property ownership, and the value of gems, gold, and other precious materials means little to aarakocra. In their eyes, a creature should use what is necessary and then cast what is left on the wind for others to use.
Search for the Seven Shards. The Wind Dukes of Aaqa come from a race of elemental beings called the vaati, which once ruled many worlds. A creature known as the Queen of Chaos arose and initiated an interplanar war against vaati rule. To combat the threat, seven vaati heroes combined their powers to create the mighty Rod of Law. In a battle against the queen's greatest general, Mishka the Wolf Spider, a vaati killed Mishka by thrusting the rod into him like a spear. The rod shattered into seven shards that scattered across the multiverse. Aaracokra seek signs of the pieces' locations in order to rebuild what is now known as the Rod of Seven Parts.
Summoning Air Elementals. 
------
Five aarakocra within 30 feet of each other can magically summon an air elemental. Each of the five must use its action and movement on three consecutive turns to perform an aerial dance and must maintain concentration while doing so (as if concentrating on a spell). When all five have finished their third turn of the dance, the elemental appears in an unoccupied space within 60 feet of them. It is friendly toward them and obeys their spoken commands. It remains for 1 hour, until it or all its summoners die, or until any of its summoners dismisses it as a bonus action. A summoner can't perform the dance again until it finishes a short rest. When the elemental returns to the Elemental Plane of Air, any aarakocra within 5 feet of it can return with it.
------
Source: Monster Manual p. 12, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain</environment>
    </monster>
  <monster>
      <name>Aboleth</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>135 (18d10+36)</hp>
    <speed>walk 10 ft., swim 40 ft.</speed>
    <str>21</str>
    <dex>9</dex>
    <con>15</con>
    <int>18</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Con +6, Int +8, Wis +6</save>
    <skill>History +12, Perception +10</skill>
    <passive>20</passive>
    <languages>Deep Speech, telepathy 120 ft.</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The aboleth can breathe air and water.</text>
      </trait>
    <trait>
        <name>Mucous Cloud</name>
      <text>While underwater, the aboleth is surrounded by transformative mucus. A creature that touches the aboleth or that hits it with a melee attack while within 5 feet of it must make a DC 14 Constitution saving throw. On a failure, the creature is diseased for 1d4 hours. The diseased creature can breathe only underwater.</text>
      </trait>
    <trait>
        <name>Probing Telepathy</name>
      <text>If a creature communicates telepathically with the aboleth, the aboleth learns the creature's greatest desires if the aboleth can see the creature.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The aboleth makes three tentacle attacks.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute and can be removed by any magic that cures disease. After 1 minute, the diseased creature's skin becomes translucent and slimy, the creature can't regain hit points unless it is underwater, and the disease can be removed only by heal or another disease-curing spell of 6th level or higher. When the creature is outside a body of water, it takes 6 (1d12) acid damage every 10 minutes unless moisture is applied to the skin before 10 minutes have passed.</text>
      <attack>Tentacle|+9|2d6+5</attack>
      <attack>Tentacle||1d12</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 15 (3d6 + 5) bludgeoning damage.</text>
      <attack>Tail|+9|3d6+5</attack>
      </action>
    <action>
        <name>Enslave (3/Day)</name>
      <text>The aboleth targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the aboleth until the aboleth dies or until it is on a different plane of existence from the target. The charmed target is under the aboleth's control and can't take reactions, and the aboleth and the target can communicate telepathically with each other over any distance.</text>
      <text>Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the aboleth.</text>
      </action>
    <legendary>
        <text>The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The aboleth makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Swipe</name>
      <text>The aboleth makes one tail attack.</text>
      </legendary>
    <legendary>
        <name>Psychic Drain (Costs 2 Actions)</name>
      <text>One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>When fighting inside its lair, an aboleth can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the aboleth takes a lair action to cause one of the following effects:</text>
      <text>• The aboleth casts phantasmal force (no components required) on any number of creatures it can see within 60 feet of it. While maintaining concentration on this effect, the aboleth can't take other lair actions. If a target succeeds on the saving throw or if the effect ends for it, the target is immune to the aboleth's phantasmal force lair action for the next 24 hours, although such a creature can choose to be affected.</text>
      <text>• Pools of water within 90 feet of the aboleth surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 14 Strength saving throw or be pulled up to 20 feet into the water and knocked prone. The aboleth can't use this lair action again until it has used a different one.</text>
      <text>• Water in the aboleth's lair magically becomes a conduit for the creature's rage. The aboleth can target any number of creatures it can see in such water within 90 feet of it. A target must succeed on a DC 14 Wisdom saving throw or take 7 (2d6) psychic damage. The aboleth can't use this lair action again until it has used a different one.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing an aboleth's lair is warped by the creature's presence, which creates one or more of the following effects:</text>
      <text>• Underground surfaces within 1 mile of the aboleth's lair are slimy and wet and are difficult terrain.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the aboleth that drink such water vomit it within minutes.</text>
      <text>• As an action, the aboleth can create an illusory image of itself within 1 mile of the lair. The copy can appear at any location the aboleth has seen before or in any location a creature charmed by the aboleth can currently see. Once created, the image lasts for as long as the aboleth maintains concentration, as if concentrating on a spell. Although the image is intangible, it looks, sounds, and can move like the aboleth. The aboleth can sense, speak, and use telepathy from the image's position as if present at that position. If the image takes any damage, it disappears.</text>
      <text>If the aboleth dies, the first two effects fade over the course of 3d10 days.</text>
      </legendary>
    <description>Before the coming of the gods, aboleths lurked in primordial oceans and underground lakes. They reached out with their minds and seized control of the burgeoning life-forms of the mortal realm, making those creatures their slaves. Their dominance made them like gods. Then the true gods appeared, smashing the aboleths' empire and freeing their slaves. Aboleths have never forgotten.
Eternal Memories. Aboleths have flawless memories. They pass on their knowledge and experience from generation to generation. Thus, the injury of their defeat by the gods remains perfectly preserved in their minds.
Aboleths' minds are treasure troves of ancient lore, recalling moments from prehistory with perfect clarity. They plot patiently and intricately across eons. Few creatures can conceive of the extent of an aboleth's plan.
Gods in the Lake.  Aboleths dwell in watery environments, including ocean abysses, deep lakes, and the Elemental Plane of Water. In these domains and the lands that adjoin them, aboleths are like gods, demanding worship and obedience from their subjects. When they consume other creatures, aboleths add the knowledge and experiences of their prey to their eternal memories. Aboleths use their telepathic powers to read the minds of creatures and know their desires. An aboleth uses this knowledge to gain a creature's loyalty, promising to fulfill such wants in exchange for obedience. Within its lair, the aboleth can further use its powers to override senses, granting creatures, such as its followers, the illusion of promised rewards.
Enemies of the Gods. The aboleths' fall from power is written in stark clarity on their flawless memories, for aboleths never truly die. If an aboleth's body is destroyed, its spirit returns to the Elemental Plane of Water, where a new body coalesces for it over days or months.
Ultimately, aboleths dream of overthrowing the gods and regaining control of the world. Aboleths have had untold eons to plot and to prepare their plans for perfect execution.
An Aboleth's Lair. Aboleths lair in subterranean lakes or the rocky depths of the ocean, often surrounded by the ruins of an ancient, fallen aboleth city. An aboleth spends most of its existence underwater, surfacing occasionally to treat with visitors or deranged worshipers.
Source: Monster Manual p. 13, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Abominable Yeti</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>137 (11d12+66)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>24</str>
    <dex>10</dex>
    <con>22</con>
    <int>9</int>
    <wis>13</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Yeti</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fear of Fire</name>
      <text>If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The yeti has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Snow Camouflage</name>
      <text>The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yeti can use its Chilling Gaze and makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 7 (2d6) cold damage.</text>
      <attack>Claw|+11|2d6+7</attack>
      </action>
    <action>
        <name>Chilling Gaze</name>
      <text>The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 18 Constitution saving throw against this magic or take 21 (6d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to this yeti's gaze for 1 hour.</text>
      <attack>Chilling Gaze||6d6</attack>
      </action>
    <action>
        <name>Cold Breath (Recharge 6)</name>
      <text>The yeti exhales a 30-foot cone of frigid air. Each creature in that area must make a DC 18 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 6)||10d8</attack>
      </action>
    <description>A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.
Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.
Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls.
Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain.
Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.
Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath.
Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.
Source: Monster Manual p. 306, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Acolyte</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Medicine +4, Religion +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The acolyte is a 1st-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The acolyte has following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (3 slots): bless, cure wounds, sanctuary</text>
      </trait>
    <slots>3</slots>
    <spells>light, sacred flame, thaumaturgy, bless, cure wounds, sanctuary</spells>
    <description>Acolytes are junior members of a clergy, usually answerable to a priest. They perform a variety of functions in a temple and are granted minor spellcasting power by their deities.
Source: Monster Manual p. 342, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Adult Black Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>195 (17d12+85)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>23</str>
    <dex>14</dex>
    <con>21</con>
    <int>14</int>
    <wis>13</wis>
    <cha>17</cha>
    <save>Dex +7, Con +10, Wis +6, Cha +8</save>
    <skill>Perception +11, Stealth +7</skill>
    <passive>21</passive>
    <languages>Common, Draconic</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) acid damage.</text>
      <attack>Bite|+11|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+11|2d6+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Tail|+11|2d8+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||12d8</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.</text>
      <text>• A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.</text>
      <text>• Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.</text>
      <text>• Fog lightly obscures the land within 6 miles of the lair.</text>
      <text>If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 88, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Adult Blue Dracolich</name>
    <size>H</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>225 (18d12+108)</hp>
    <speed>walk 40 ft., burrow 30 ft., fly 80 ft.</speed>
    <str>25</str>
    <dex>10</dex>
    <con>23</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +6, Con +12, Wis +8, Cha +10</save>
    <skill>Perception +14, Stealth +6</skill>
    <passive>24</passive>
    <languages>Common, Draconic</languages>
    <cr>17</cr>
    <resist>necrotic</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dracolich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The dracolich has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.</text>
      <attack>Bite|+13|2d10+7</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.</text>
      <attack>Claw|+13|2d6+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
      <attack>Tail|+13|2d8+7</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The dracolich exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 20 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||12d10</attack>
      </action>
    <legendary>
        <text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dracolich makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dracolich makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dracolich beats its tattered wings. Each creature within 10 feet of the dracolich must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. After beating its wings this way, the dracolich can fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.</text>
      <text>• A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Thunderstorms rage within 6 miles of the lair.</text>
      <text>• Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).</text>
      <text>• Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole.</text>
      <text>If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.</text>
      </legendary>
    <description>Even as long-lived as they are, all dragons must eventually die. This thought doesn't sit well with many dragons, some of which allow themselves to be transformed by necromantic energy and ancient rituals into powerful undead dracoliches. Only the most narcissistic dragons choose this path, knowing that by doing so, they sever all ties to their kin and the dragon gods.
Beyond Death. A dracolich retains its shape and size upon transforming, its skin and scales drawing tight to its bones or sloughing away to leave a skeletal form behind. Its eyes appear as glowing points of light floating in shadowy sockets, hinting at the malevolence of its undead mind.
Though many dragons pursue vain goals of destruction and dominance, dracoliches are more nefarious than the most evil dragons, driven to rule over all. A dracolich is a fiendishly intelligent tyrant that crafts complex webs of foul schemes, attracting servants motivated by greed and a lust for power. Acting from the shadows and actively plotting to keep its existence a secret, a dracolich is a cunning and challenging foe.
Dracolich Phylacteries. Creating a dracolich requires the cooperation of the dragon and a group of mages or cultists that can perform the proper ritual. During the ritual, the dragon consumes a toxic brew that slays it instantly. The attendant spellcasters then ensnare its spirit and transfer it to a special gemstone that functions like a lich's phylactery. As the dragon's flesh rots away, the spirit inside the gem returns to animate the dragon's bones.
If a dracolich's physical form is ever destroyed, its spirit returns to the gem as long as the two are on the same plane. If the gem comes into contact with another dragon's corpse, the dracolich's spirit can take possession of that corpse to become a new dracolich. If the dracolich's spirit gem is taken to another plane, the dracolich's spirit has nowhere to go when its undead body is destroyed and simply passes into the afterlife.
Dracolich Template. Only an ancient or adult true dragon can be transformed into a dracolich. Younger dragons that attempt to undergo the transformation die, as do other creatures that aren't true dragons but possess the dragon type, such as pseudodragons and wyverns. A shadow dragon can't be transformed into a dracolich, for it has already lost too much of its physical form.
When a dragon becomes a dracolich, it retains its statistics except as described below. The dragon loses any trait, such as Amphibious, that assumes a living physiology. The dracolich might retain or lose any or all of its lair actions or inherit new ones, as the DM sees fit.
Type.  The dracolich's type changes from dragon to undead, and it no longer requires air, food, drink, or sleep.
Damage Resistance.  The dracolich has resistance to necrotic damage.
Damage Immunities.  The dracolich has immunity to poison. It also retains any immunities it had prior to becoming a dracolich.
Condition Immunities. The dracolich can't be charmed, frightened, paralyzed, or poisoned. It also doesn't suffer from exhaustion.
Magic Resistance.  The dracolich has advantage on saving throws against spells and other magical effects.
Source: Monster Manual p. 84, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Adult Blue Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>19</ac>
    <hp>225 (18d12+108)</hp>
    <speed>walk 40 ft., burrow 30 ft., fly 80 ft.</speed>
    <str>25</str>
    <dex>10</dex>
    <con>23</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +5, Con +11, Wis +7, Cha +9</save>
    <skill>Perception +12, Stealth +5</skill>
    <passive>22</passive>
    <languages>Common, Draconic</languages>
    <cr>16</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.</text>
      <attack>Bite|+12|2d10+7</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.</text>
      <attack>Claw|+12|2d6+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
      <attack>Tail|+12|2d8+7</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||12d10</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.</text>
      <text>• A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Thunderstorms rage within 6 miles of the lair.</text>
      <text>• Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).</text>
      <text>• Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole.</text>
      <text>If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 91, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>desert, coastal</environment>
    </monster>
  <monster>
      <name>Adult Brass Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>172 (15d12+75)</hp>
    <speed>walk 40 ft., burrow 40 ft., fly 80 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>21</con>
    <int>14</int>
    <wis>13</wis>
    <cha>17</cha>
    <save>Dex +5, Con +10, Wis +6, Cha +8</save>
    <skill>History +7, Perception +11, Persuasion +8, Stealth +5</skill>
    <passive>21</passive>
    <languages>Common, Draconic</languages>
    <cr>13</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage.</text>
      <attack>Bite|+11|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+11|2d6+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Tail|+11|2d8+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 45 (13d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||13d6</attack>
      <text>• Sleep Breath. The dragon exhales sleep gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.</text>
      <text>• A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.</text>
      <text>• Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.</text>
      <text>• Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.</text>
      <text>If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 105, Ghosts of Saltmarsh</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Adult Bronze Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>19 (natural armor)</ac>
    <hp>212 (17d12+102)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>25</str>
    <dex>10</dex>
    <con>23</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +5, Con +11, Wis +7, Cha +9</save>
    <skill>Insight +7, Perception +12, Stealth +5</skill>
    <passive>22</passive>
    <languages>Common, Draconic</languages>
    <cr>15</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 18 (2d10 + 7) piercing damage.</text>
      <attack>Bite|+12|2d10+7</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage.</text>
      <attack>Claw|+12|2d6+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
      <attack>Tail|+12|2d8+7</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Lightning Breath. The dragon exhales lightning in a 90-foot line that is 5 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||12d10</attack>
      <text>• Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 19 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
      <text>• A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary bronze dragon's lair is warped by the dragon's magic.</text>
      <text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
      <text>• Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.</text>
      <text>• Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.</text>
      <text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 108, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Adult Copper Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>184 (16d12+80)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>23</str>
    <dex>12</dex>
    <con>21</con>
    <int>18</int>
    <wis>15</wis>
    <cha>17</cha>
    <save>Dex +6, Con +10, Wis +7, Cha +8</save>
    <skill>Deception +8, Perception +12, Stealth +6</skill>
    <passive>22</passive>
    <languages>Common, Draconic</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage.</text>
      <attack>Bite|+11|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+11|2d6+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Tail|+11|2d8+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Acid Breath. The dragon exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 18 Dexterity saving throw, taking 54 (12d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||12d8</attack>
      <text>• Slowing Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 18 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.</text>
      <text>• The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.</text>
      <text>• Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.</text>
      <text>• Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.</text>
      <text>If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 112, Ghosts of Saltmarsh</description>
    <environment>hill</environment>
    </monster>
  <monster>
      <name>Adult Gold Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>19 (natural armor)</ac>
    <hp>256 (19d12+133)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>27</str>
    <dex>14</dex>
    <con>25</con>
    <int>16</int>
    <wis>15</wis>
    <cha>24</cha>
    <save>Dex +8, Con +13, Wis +8, Cha +13</save>
    <skill>Insight +8, Perception +14, Persuasion +13, Stealth +8</skill>
    <passive>24</passive>
    <languages>Common, Draconic</languages>
    <cr>17</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage.</text>
      <attack>Bite|+14|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 66 (12d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||12d10</attack>
      <text>• Weakening Breath. The dragon exhales gas in a 60-foot cone. Each creature in that area must succeed on a DC 21 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.</text>
      <text>• One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.</text>
      <text>• Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.</text>
      <text>• Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.</text>
      <text>If the dragon dies, these effects end immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 114, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Adult Green Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>207 (18d12+90)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>23</str>
    <dex>12</dex>
    <con>21</con>
    <int>18</int>
    <wis>15</wis>
    <cha>17</cha>
    <save>Dex +6, Con +10, Wis +7, Cha +8</save>
    <skill>Deception +8, Insight +7, Perception +12, Persuasion +8, Stealth +6</skill>
    <passive>22</passive>
    <languages>Common, Draconic</languages>
    <cr>15</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+11|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+11|2d6+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Tail|+11|2d8+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>The dragon exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 56 (16d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Poison Breath (Recharge 5-6)||16d6</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.</text>
      <text>• A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.</text>
      <text>• Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns.</text>
      <text>• Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.</text>
      <text>• Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.</text>
      <text>• Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.</text>
      <text>If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 94, Rise of Tiamat, Ghosts of Saltmarsh</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Adult Red Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>256 (19d12+133)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>10</dex>
    <con>25</con>
    <int>16</int>
    <wis>13</wis>
    <cha>21</cha>
    <save>Dex +6, Con +13, Wis +7, Cha +11</save>
    <skill>Perception +13, Stealth +6</skill>
    <passive>23</passive>
    <languages>Common, Draconic</languages>
    <cr>17</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.</text>
      <attack>Bite|+14|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dragon exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||18d6</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
      <text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
      <text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
      <text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 98, Rise of Tiamat, Tales from the Yawning Portal, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Adult Silver Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>19 (natural armor)</ac>
    <hp>243 (18d12+126)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>10</dex>
    <con>25</con>
    <int>16</int>
    <wis>13</wis>
    <cha>21</cha>
    <save>Dex +5, Con +12, Wis +6, Cha +10</save>
    <skill>Arcana +8, History +8, Perception +11, Stealth +5</skill>
    <passive>21</passive>
    <languages>Common, Draconic</languages>
    <cr>16</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage.</text>
      <attack>Bite|+13|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+13|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+13|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Cold Breath. The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 20 Constitution saving throw, taking 58 (13d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||13d8</attack>
      <text>• Paralyzing Breath. The dragon exhales paralyzing gas in a 60-foot cone. Each creature in that area must succeed on a DC 20 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
      <text>• A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.</text>
      <text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
      <text>• Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.</text>
      <text>• Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.</text>
      <text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 117, Storm King's Thunder, Ghosts of Saltmarsh</description>
    <environment>mountain, urban</environment>
    </monster>
  <monster>
      <name>Adult White Dragon</name>
    <size>H</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>200 (16d12+96)</hp>
    <speed>walk 40 ft., burrow 30 ft., fly 80 ft., swim 40 ft.</speed>
    <str>22</str>
    <dex>10</dex>
    <con>22</con>
    <int>8</int>
    <wis>12</wis>
    <cha>12</cha>
    <save>Dex +5, Con +11, Wis +6, Cha +6</save>
    <skill>Perception +11, Stealth +5</skill>
    <passive>21</passive>
    <languages>Common, Draconic</languages>
    <cr>13</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Ice Walk</name>
      <text>The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 4 (1d8) cold damage.</text>
      <attack>Bite|+11|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+11|2d6+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Tail|+11|2d8+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 14 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Cold Breath (Recharge 5-6)</name>
      <text>The dragon exhales an icy blast in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 5-6)||12d8</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 19 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.</text>
      <text>• Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.</text>
      <text>• The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Chilly fog lightly obscures the land within 6 miles of the dragon's lair.</text>
      <text>• Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.</text>
      <text>• Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.</text>
      <text>• If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.</text>
      <text>If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 101, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Air Elemental</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>15</ac>
    <hp>90 (12d10+24)</hp>
    <speed>fly 90 ft.</speed>
    <str>14</str>
    <dex>20</dex>
    <con>14</con>
    <int>6</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Auran</languages>
    <cr>5</cr>
    <resist>lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Air Form</name>
      <text>The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elemental makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage.</text>
      <attack>Slam|+8|2d8+5</attack>
      </action>
    <action>
        <name>Whirlwind (Recharge 4-6)</name>
      <text>Each creature in the elemental's space must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8 + 2) bludgeoning damage and is flung up 20 feet away from the elemental in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.</text>
      <attack>Whirlwind (Recharge 4-6)||3d8+2</attack>
      <text>If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone.</text>
      </action>
    <description>Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 124, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>mountain, desert</environment>
    </monster>
  <monster>
      <name>Allosaurus</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>51 (6d10+18)</hp>
    <speed>walk 60 ft.</speed>
    <str>19</str>
    <dex>13</dex>
    <con>17</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pounce</name>
      <text>If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the allosaurus can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage.</text>
      <attack>Bite|+6|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage.</text>
      <attack>Claw|+6|1d8+4</attack>
      </action>
    <description>The allosaurus is a predator possessing great size, strength, and speed. It can run down almost any prey over open ground, pouncing to pull creatures down with its wicked claws.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 79, Tomb of Annihilation, Waterdeep: Dragon Heist</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Ancient Black Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>367 (21d20+147)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>27</str>
    <dex>14</dex>
    <con>25</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +9, Con +14, Wis +9, Cha +11</save>
    <skill>Perception +16, Stealth +9</skill>
    <passive>26</passive>
    <languages>Common, Draconic</languages>
    <cr>21</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) acid damage.</text>
      <attack>Bite|+15|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+15|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 67 (15d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||15d8</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Pools of water that the dragon can see within 120 feet of it surge outward in a grasping tide. Any creature on the ground within 20 feet of such a pool must succeed on a DC 15 Strength saving throw or be pulled up to 20 feet into the water and knocked prone.</text>
      <text>• A cloud of swarming insects fills a 20-foot-radius sphere centered on a point the dragon chooses within 120 feet of it. The cloud spreads around corners and remains until the dragon dismisses it as an action, uses this lair action again, or dies. The cloud is lightly obscured. Any creature in the cloud when it appears must make on a DC 15 Constitution saving throw, taking 10 (3d6) piercing damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the cloud takes 10 (3d6) piercing damage.</text>
      <text>• Magical darkness spreads from a point the dragon chooses within 60 feet of it, filling a 15-foot-radius sphere until the dragon dismisses it as an action, uses this lair action again, or dies. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it. If any of the effect's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary black dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• The land within 6 miles of the lair takes twice as long as normal to traverse, since the plants grow thick and twisted, and the swamps are thick with reeking mud.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally fouled. Enemies of the dragon that drink such water regurgitate it within minutes.</text>
      <text>• Fog lightly obscures the land within 6 miles of the lair.</text>
      <text>If the dragon dies, vegetation remains as it has grown, but other effects fade over 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 87</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Ancient Blue Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>481 (26d20+208)</hp>
    <speed>walk 40 ft., burrow 40 ft., fly 80 ft.</speed>
    <str>29</str>
    <dex>10</dex>
    <con>27</con>
    <int>18</int>
    <wis>17</wis>
    <cha>21</cha>
    <save>Dex +7, Con +15, Wis +10, Cha +12</save>
    <skill>Perception +17, Stealth +7</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>23</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) piercing damage plus 11 (2d10) lightning damage.</text>
      <attack>Bite|+16|2d10+9</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage.</text>
      <attack>Claw|+16|2d6+9</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 18 (2d8 + 9) bludgeoning damage.</text>
      <attack>Tail|+16|2d8+9</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||16d10</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Part of the ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and be knocked prone and buried. The buried target is restrained and unable to breathe or stand up. A creature can take an action to make a DC 10 Strength check, ending the buried state on a success.</text>
      <text>• A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Lightning arcs, forming a 5-foot-wide line between two of the lair's solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) lightning damage.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary blue dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Thunderstorms rage within 6 miles of the lair.</text>
      <text>• Dust devils scour the land within 6 miles of the lair. A dust devil has the statistics of an air elemental, but it can't fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (-5).</text>
      <text>• Hidden sinkholes form in and around the dragon's lair. A sinkhole can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the sinkhole must succeed on a DC 15 Dexterity saving throw or fall 1d6 x 10 feet into the sinkhole.</text>
      <text>If the dragon dies, the dust devils disappear immediately, and the thunderstorms abate within 1d10 days. Any sinkholes remain where they are.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 90, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>desert, coastal</environment>
    </monster>
  <monster>
      <name>Ancient Brass Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>20 (natural armor)</ac>
    <hp>297 (17d20+119)</hp>
    <speed>walk 40 ft., burrow 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>10</dex>
    <con>25</con>
    <int>16</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Dex +6, Con +13, Wis +8, Cha +10</save>
    <skill>History +9, Perception +14, Persuasion +10, Stealth +6</skill>
    <passive>24</passive>
    <languages>Common, Draconic</languages>
    <cr>20</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage.</text>
      <attack>Bite|+14|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons:</text>
      <text>• Fire Breath. The dragon exhales fire in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 21 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||16d6</attack>
      <text>• Sleep Breath. The dragon exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC 21 Constitution saving throw or fall unconscious for 10 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames; such as lanterns, have a 50 percent chance of being extinguished.</text>
      <text>• A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in it must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary brass dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Tracks appear in the sand within 6 miles of the dragon's lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed.</text>
      <text>• Images of Large or smaller monsters haunt the desert sands within 1 mile of the dragon's lair. These illusions move and appear real, although they can do no harm. A creature that examines an image from a distance can tell it's an illusion with a successful DC 20 Intelligence (Investigation) check. Any physical interaction with an image reveals it to be an illusion, because objects pass through it.</text>
      <text>• Whenever a creature with an Intelligence of 3 or higher comes within 30 feet of a water source within 1 mile of the dragon's lair, the dragon becomes aware of the creature's presence and location.</text>
      <text>If the dragon dies, the tracks fade in 1d10 days, but the other effects fade immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 104</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Ancient Bronze Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>22 (natural armor)</ac>
    <hp>444 (24d20+192)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>29</str>
    <dex>10</dex>
    <con>27</con>
    <int>18</int>
    <wis>17</wis>
    <cha>21</cha>
    <save>Dex +7, Con +15, Wis +10, Cha +12</save>
    <skill>Insight +10, Perception +17, Stealth +7</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>22</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) piercing damage.</text>
      <attack>Bite|+16|2d10+9</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) slashing damage.</text>
      <attack>Claw|+16|2d6+9</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 18 (2d8 + 9) bludgeoning damage.</text>
      <attack>Tail|+16|2d8+9</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Lightning Breath. The dragon exhales lightning in a 120-foot line that is 10 feet wide. Each creature in that line must make a DC 23 Dexterity saving throw, taking 88 (16d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||16d10</attack>
      <text>• Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 23 Strength saving throw. On a failed save, the creature is pushed 60 feet away from the dragon.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon creates fog as though it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
      <text>• A thunderclap originates at a point the dragon can see within 120 feet of it. Each creature within a 20-foot radius centered on that point must make a DC 15 Constitution saving throw or take 5 (1d10) thunder damage and be deafened until the end of its next turn.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary bronze dragon's lair is warped by the dragon's magic.</text>
      <text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
      <text>• Underwater plants within 6 miles of the dragon's lair take on dazzlingly brilliant hues.</text>
      <text>• Within its lair, the dragon can set illusory sounds, such as soft music and strange echoes, so that they can be heard in various parts of the lair.</text>
      <text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 107, Ghosts of Saltmarsh</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Ancient Copper Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>21 (natural armor)</ac>
    <hp>350 (20d20+140)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>12</dex>
    <con>25</con>
    <int>20</int>
    <wis>17</wis>
    <cha>19</cha>
    <save>Dex +8, Con +14, Wis +10, Cha +11</save>
    <skill>Deception +11, Perception +17, Stealth +8</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>21</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage.</text>
      <attack>Bite|+15|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+15|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Acid Breath. The dragon exhales acid in a 90-foot line that is 10 feet wide. Each creature in that line must make a DC 22 Dexterity saving throw, taking 63 (14d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||14d8</attack>
      <text>• Slowing Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 22 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon chooses a point on the ground that it can see within 120 feet of it. Stone spikes sprout from the ground in a 20-foot radius centered on that point. The effect is otherwise identical to the spike growth spell and lasts until the dragon uses this lair action again or until the dragon dies.</text>
      <text>• The dragon chooses a 10-foot-square area on the ground that it can see within 120 feet of it. The ground in that area turns into 3-foot-deep mud. Each creature on the ground in that area when the mud appears must succeed on a DC 15 Dexterity saving throw or sink into the mud and become restrained. A creature can take an action to attempt a DC 15 Strength check, freeing itself or another creature within its reach and ending the restrained condition on a success. Moving 1 foot in the mud costs 2 feet of movement. On initiative count 20 on the next round, the mud hardens, and the Strength DC to work free increases to 20.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary copper dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Magic carvings of the dragon's smiling visage can be seen worked into stone terrain and objects within 6 miles of the dragon's lair.</text>
      <text>• Tiny beasts such as rodents and birds that are normally unable to speak gain the magical ability to speak and understand Draconic while within 1 mile of the dragon's lair. These creatures speak well of the dragon, but can't divulge its whereabouts.</text>
      <text>• Intelligent creatures within 1 mile of the dragon's lair are prone to fits of giggling. Even serious matters suddenly seem amusing.</text>
      <text>If the dragon dies, the magic carvings fade over the course of 1d10 days. The other effects end immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 110, Baldur's Gate: Descent Into Avernus</description>
    <environment>hill</environment>
    </monster>
  <monster>
      <name>Ancient Gold Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>22 (natural armor)</ac>
    <hp>546 (28d20+252)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>30</str>
    <dex>14</dex>
    <con>29</con>
    <int>18</int>
    <wis>17</wis>
    <cha>28</cha>
    <save>Dex +9, Con +16, Wis +10, Cha +16</save>
    <skill>Insight +10, Perception +17, Persuasion +16, Stealth +9</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>24</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage.</text>
      <attack>Bite|+17|2d10+10</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage.</text>
      <attack>Claw|+17|2d6+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage.</text>
      <attack>Tail|+17|2d8+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 71 (13d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||13d10</attack>
      <text>• Weakening Breath. The dragon exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• The dragon glimpses the future, so it has advantage on attack rolls, ability checks, and saving throws until initiative count 20 on the next round.</text>
      <text>• One creature the dragon can see within 120 feet of it must succeed on a DC 15 Charisma saving throw or be banished to a dream plane, a different plane of existence the dragon has imagined into being. To escape, the creature must use its action to make a Charisma check contested by the dragon's. If the creature wins, it escapes the dream plane. Otherwise, the effect ends on initiative count 20 on the next round. When the effect ends, the creature reappears in the space it left or in the nearest unoccupied space if that one is occupied.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary gold dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Whenever a creature that can understand a language sleeps or enters a state of trance or reverie within 6 miles of the dragon's lair, the dragon can establish telepathic contact with that creature and converse with it in its dreams. The creature remembers its conversation with the dragon upon waking.</text>
      <text>• Banks of beautiful, opalescent mist manifest within 6 miles of the dragon's lair. The mist doesn't obscure anything. It assumes haunting forms when evil creatures are near the dragon or other non-evil creatures in the mist, warning such creatures of the danger.</text>
      <text>• Gems and pearls within 1 mile of the dragon's lair sparkle and gleam, shedding dim light in a 5-foot radius.</text>
      <text>If the dragon dies, these effects end immediately.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 113</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Ancient Green Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>385 (22d20+154)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>27</str>
    <dex>12</dex>
    <con>25</con>
    <int>20</int>
    <wis>17</wis>
    <cha>19</cha>
    <save>Dex +8, Con +14, Wis +10, Cha +11</save>
    <skill>Deception +11, Insight +10, Perception +17, Persuasion +11, Stealth +8</skill>
    <passive>27</passive>
    <languages>Common, Draconic</languages>
    <cr>22</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+15|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 22 (4d6 + 8) slashing damage.</text>
      <attack>Claw|+15|4d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>The dragon exhales poisonous gas in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Poison Breath (Recharge 5-6)||22d6</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Grasping roots and vines erupt in a 20-foot radius centered on a point on the ground that the dragon can see within 120 feet of it. That area becomes difficult terrain, and each creature there must succeed on a DC 15 Strength saving throw or be restrained by the roots and vines. A creature can be freed if it or another creature takes an action to make a DC 15 Strength check and succeeds. The roots and vines wilt away when the dragon uses this lair action again or when the dragon dies.</text>
      <text>• A wall of tangled brush bristling with thorns springs into existence on a solid surface within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the save takes 18 (4d8) piercing damage and is pushed 5 feet out of the wall's space, appearing on whichever side of the wall it wants. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, a creature in the wall's space must make a DC 15 Dexterity saving throw once each round it's in contact with the wall, taking 18 (4d8) piercing damage on a failed save, or half as much damage on a successful one. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to psychic damage. The wall sinks back into the ground when the dragon uses this lair action again or when the dragon dies.</text>
      <text>• Magical fog billows around one creature the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Wisdom saving throw or be charmed by the dragon until initiative count 20 on the next round.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary green dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Thickets form labyrinthine passages within 1 mile of the dragon's lair. The thickets act as 10-foot-high, 10-foot-thick walls that block line of sight. Creatures can move through the thickets, with every 1 foot a creature moves costing it 4 feet of movement. A creature in the thickets must make a DC 15 Dexterity saving throw once each round it's in contact with the 'thickets or take 3 (1d6) piercing damage from thorns.</text>
      <text>• Each 10-foot-cube of thickets has AC 5, 30 hit points, resistance to bludgeoning and piercing damage, vulnerability to fire damage, and immunity to psychic and thunder damage.</text>
      <text>• Within 1 mile of its lair, the dragon leaves no physical evidence of its passage unless it wishes to. Tracking it there is impossible except by magical means. In addition, it ignores movement impediments and damage from plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon's path.</text>
      <text>• Rodents and birds within 1 mile of the dragon's lair serve as the dragon's eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.</text>
      <text>If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within 1d10 days, they become mundane plants and normal difficult terrain, losing their thorns.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 93, Storm King's Thunder, Essentials Kit: Dragon of Icespire Peak</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Ancient Red Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>546 (28d20+252)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>30</str>
    <dex>10</dex>
    <con>29</con>
    <int>18</int>
    <wis>15</wis>
    <cha>23</cha>
    <save>Dex +7, Con +16, Wis +9, Cha +13</save>
    <skill>Perception +16, Stealth +7</skill>
    <passive>26</passive>
    <languages>Common, Draconic</languages>
    <cr>24</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage plus 14 (4d6) fire damage.</text>
      <attack>Bite|+17|2d10+10</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage.</text>
      <attack>Claw|+17|2d6+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage.</text>
      <attack>Tail|+17|2d8+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dragon exhales fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 91 (26d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||26d6</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
      <text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
      <text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
      <text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 97, Storm King's Thunder, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Ancient Silver Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>22 (natural armor)</ac>
    <hp>487 (25d20+225)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>30</str>
    <dex>10</dex>
    <con>29</con>
    <int>18</int>
    <wis>15</wis>
    <cha>23</cha>
    <save>Dex +7, Con +16, Wis +9, Cha +13</save>
    <skill>Arcana +11, History +11, Perception +16, Stealth +7</skill>
    <passive>26</passive>
    <languages>Common, Draconic</languages>
    <cr>23</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) piercing damage.</text>
      <attack>Bite|+17|2d10+10</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) slashing damage.</text>
      <attack>Claw|+17|2d6+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 19 (2d8 + 10) bludgeoning damage.</text>
      <attack>Tail|+17|2d8+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Cold Breath. The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 24 Constitution saving throw, taking 67 (15d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||15d8</attack>
      <text>• Paralyzing Breath. The dragon exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC 24 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice).</text>
      <text>In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 25 Dexterity saving throw or take 17 (2d6 + 10) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects:</text>
      <text>• The dragon creates fog as if it had cast the fog cloud spell. The fog lasts until initiative count 20 on the next round.</text>
      <text>• A blisteringly cold wind blows through the lair near the dragon. Each creature within 120 feet of the dragon must succeed on a DC 15 Constitution saving throw or take 5 (1d10) cold damage. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary silver dragon's lair is warped by the dragon's magic, which creates one or more of the following effects.</text>
      <text>• Once per day, the dragon can alter the weather in a 6-mile radius centered on its lair. The dragon doesn't need to be outdoors; otherwise the effect is identical to the control weather spell.</text>
      <text>• Within 1 mile of the lair, winds buoy non-evil creatures that fall due to no act of the dragon's or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.</text>
      <text>• Given days or longer to work, the dragon can make clouds and fog within its lair as solid as stone, forming structures and other objects as it wishes.</text>
      <text>If the dragon dies, changed weather reverts to normal, as described in the spell, and the other effects fade in 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 116</description>
    <environment>mountain, urban</environment>
    </monster>
  <monster>
      <name>Ancient White Dragon</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>333 (18d20+144)</hp>
    <speed>walk 40 ft., burrow 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>26</str>
    <dex>10</dex>
    <con>26</con>
    <int>10</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Dex +6, Con +14, Wis +7, Cha +8</save>
    <skill>Perception +13, Stealth +6</skill>
    <passive>23</passive>
    <languages>Common, Draconic</languages>
    <cr>20</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Ice Walk</name>
      <text>The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 19 (2d10 + 8) piercing damage plus 9 (2d8) cold damage.</text>
      <attack>Bite|+14|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 20 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 16 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Cold Breath (Recharge 5-6)</name>
      <text>The dragon exhales an icy blast in a 90-foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 72 (16d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 5-6)||16d8</attack>
      </action>
    <legendary>
        <text>The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dragon makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dragon makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Freezing fog fills a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The fog spreads around corners, and its area is heavily obscured. Each creature in the fog when it appears must make a DC 10 Constitution saving throw, taking 10 (3d6) cold damage on a failed save, or half as much damage on a successful one. A creature that ends its turn in the fog takes 10 (3d6) cold damage. A wind of at least 20 miles per hour disperses the fog. The fog otherwise lasts until the dragon uses this lair action again or until the dragon dies.</text>
      <text>• Jagged ice shards fall from the ceiling, striking up to three creatures underneath that the dragon can see within 120 feet of it. The dragon makes one ranged attack roll (+7 to hit) against each target. On a hit, the target takes 10 (3d6) piercing damage.</text>
      <text>• The dragon creates an opaque wall of ice on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area is pushed 5 feet out of the wall's space; appearing on whichever side of the wall it wants. Each 10-foot section of the wall has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. The wall disappears when the dragon uses this lair action again or when the dragon dies.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary white dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Chilly fog lightly obscures the land within 6 miles of the dragon's lair.</text>
      <text>• Freezing precipitation falls within 6 miles of the dragon's lair, sometimes forming blizzard conditions when the dragon is at rest.</text>
      <text>• Icy walls block off areas in the dragon's lair. Each wall is 6 inches thick, and a 10-foot section has AC 5, 15 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage.</text>
      <text>• If the dragon wishes to move through a wall, it can do so without slowing down. The portion of the wall the dragon moves through is destroyed, however.</text>
      <text>If the dragon dies, the fog and precipitation fade within 1 day. The ice walls melt over the course of 1d10 days.</text>
      </legendary>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 100, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Androsphinx</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>199 (19d10+95)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>22</str>
    <dex>10</dex>
    <con>20</con>
    <int>16</int>
    <wis>18</wis>
    <cha>23</cha>
    <save>Dex +6, Con +11, Int +9, Wis +10</save>
    <skill>Arcana +9, Perception +10, Religion +15</skill>
    <passive>20</passive>
    <languages>Common, Sphinx</languages>
    <cr>17</cr>
    <resist></resist>
    <immune>psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Inscrutable</name>
      <text>The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The sphinx's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sphinx makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage.</text>
      <attack>Claw|+12|2d10+6</attack>
      </action>
    <action>
        <name>Roar (3/Day)</name>
      <text>The sphinx emits a magical roar. Each time it roars before finishing a long rest, the roar is louder and the effect is different, as detailed below. Each creature within 500 feet of the sphinx and able to hear the roar must make a saving throw.</text>
      <text>• First Roar: Each creature that fails a DC 18 Wisdom saving throw is frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Second Roar: Each creature that fails a DC 18 Wisdom saving throw is deafened and frightened for 1 minute. A frightened creature is paralyzed and can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Third Roar: Each creature makes a DC 18 Constitution saving throw. On a failed save, a creature takes 44 (8d10) thunder damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.</text>
      <attack>Roar (3/Day)||8d10</attack>
      </action>
    <legendary>
        <text>The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw Attack</name>
      <text>The sphinx makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Teleport (Costs 2 Actions)</name>
      <text>The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 3 Actions)</name>
      <text>The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:</text>
      <text>• The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.</text>
      <text>• The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.</text>
      <text>• The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.</text>
      <text>• The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The sphinx is a 12th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following cleric spells prepared:</text>
      <text>Cantrips (at will): sacred flame, spare the dying, thaumaturgy</text>
      <text>• 1st level (4 slots): command, detect evil and good, detect magic</text>
      <text>• 2nd level (3 slots): lesser restoration, zone of truth</text>
      <text>• 3rd level (3 slots): dispel magic, tongues</text>
      <text>• 4th level (3 slots): banishment, freedom of movement</text>
      <text>• 5th level (2 slots): flame strike, greater restoration</text>
      <text>• 6th level (1 slots): heroes' feast</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>sacred flame, spare the dying, thaumaturgy, command, detect evil and good, detect magic, lesser restoration, zone of truth, dispel magic, tongues, banishment, freedom of movement, flame strike, greater restoration, heroes' feast</spells>
    <description>An androsphinx bears the head of a humanoid male on its lion's body. Outwardly gruff and downcast, it often begins conversations with insults or negative observations. Beneath this gruff exterior, however, an androsphinx has a noble heart. It has no wish to lie or deceive, but it doesn't give away information readily, choosing its words as wisely as it guards its secrets.
An androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those who pass its tests may be rewarded with a heroes' feast.
Sphinxes. In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.
Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.
Magical Tests.  The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.
Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.
Extraplanar Beings.  Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.
Fallen Sphinxes.  Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.
A Sphinx's Lair. A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Source: Monster Manual p. 281, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Animated Armor</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 25 ft.</speed>
    <str>14</str>
    <dex>11</dex>
    <con>13</con>
    <int>1</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The armor is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the armor must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the armor remains motionless, it is indistinguishable from a normal suit of armor.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The armor makes two melee attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Slam|+4|1d6+2</attack>
      </action>
    <description>Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Animated Armor. This empty steel shell clamors as it moves, heavy plates banging and grinding against one another like the vengeful spirit of a fallen knight. Ponderous but persistent, this magical guardian is almost always a suit of plate armor.
To add to its menace, animated armor is frequently enchanted with scripted speech, so the armor can utter warnings, demand passwords, or deliver riddles. Rare suits of animated armor are able to carry on an actual conversation.
Source: Monster Manual p. 19, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ankheg</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor, 11 while prone)</ac>
    <hp>39 (6d10+6)</hp>
    <speed>walk 30 ft., burrow 10 ft.</speed>
    <str>17</str>
    <dex>11</dex>
    <con>13</con>
    <int>1</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage plus 3 (1d6) acid damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the ankheg can bite only the grappled creature and has advantage on attack rolls to do so.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <action>
        <name>Acid Spray (Recharge 6)</name>
      <text>The ankheg spits acid in a line that is 30 feet long and 5 feet wide, provided that it has no creature grappled. Each creature in that line must make a DC 13 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Spray (Recharge 6)||3d6</attack>
      </action>
    <description>An ankheg resembles an enormous many-legged insect, its long antennae twitching in response to any movement around it. Its legs end in sharp hooks adapted for burrowing and grasping its prey, and its powerful mandibles can snap a small tree in half.
Lurkers in the Earth. The ankheg uses its powerful mandibles to dig winding tunnels deep beneath the ground. When it hunts, an ankheg burrows upward, waiting below the surface until its antennae detect movement from above. Then it bursts from the earth and seizes prey in its mandibles, crushing and grinding while it secretes acidic digestive enzymes. These enzymes help dissolve a victim for easy swallowing, but the ankheg can also squirt acid to take down foes.
Bane of Field and Forest. Although ankhegs receive a certain portion of their nutrients from the soil through which they burrow, they must supplement their diet with fresh meat. Pastures teeming with grazing livestock and forests rife with game are an ankheg's prime hunting grounds. Ankhegs are thus the bane of farmers and rangers everywhere.
Earthen Tunnels. As it burrows through earth, the ankheg leaves a narrow, partially collapsed tunnel in its wake. In these tunnels, one might find the remnants of molted ankheg chitin, hatched ankheg eggs, or the grisly remains of ankheg victims, including coins or other treasures scattered during the creature's attack.
Source: Monster Manual p. 21, Princes of the Apocalypse, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Ankylosaurus</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>68 (8d12+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>11</dex>
    <con>15</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 18 (4d6 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      <attack>Tail|+7|4d6+4</attack>
      </action>
    <description>Thick armor plating covers the body of the plant-eating ankylosaurus, which defends itself against predators with a knobbed tail that delivers a devastating strike. Some varieties of ankylosaurus have spiked tails that deal piercing damage instead of bludgeoning damage.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 79, Tomb of Annihilation</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Ape</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>14</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Athletics +5, Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The ape makes two fist attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Fist|+5|1d6+3</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +5 to hit, range 25/50 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Rock|+5|1d6+3</attack>
      </action>
    <description>
Source: Monster Manual p. 317, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Arcanaloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>104 (16d8+32)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>14</con>
    <int>20</int>
    <wis>16</wis>
    <cha>17</cha>
    <save>Dex +5, Int +9, Wis +7, Cha +7</save>
    <skill>Arcana +13, Deception +11, Insight +11, Perception +7</skill>
    <passive>17</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>12</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The arcanaloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The arcanaloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage. The target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Claws|+7|2d4+3</attack>
      <attack>Claws||3d6</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The arcanaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Yugoloth Summoning</name>
      <text>Some yugoloths have an action option that allows them to summon other yugoloths.</text>
      <text>Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.</text>
      <text>An arcanaloth has a 40 chance of summoning one arcanaloth.</text>
      <text>A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The arcanaloth's innate spellcasting ability is Charisma (spell save DC 15). The arcanaloth can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self, darkness, heat metal, invisibility (self only), magic missile</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The arcanaloth is a 16th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The arcanaloth has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, mage hand, minor illusion, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, identify, shield, Tenser's floating disk</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, phantasmal force, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fear, fireball</text>
      <text>• 4th level (3 slots): banishment, dimension door</text>
      <text>• 5th level (2 slots): contact other plane, hold monster</text>
      <text>• 6th level (1 slots): chain lightning</text>
      <text>• 7th level (1 slots): finger of death</text>
      <text>• 8th level (1 slots): mind blank</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>alter self, darkness, heat metal, invisibility, magic missile, fire bolt, mage hand, minor illusion, prestidigitation, detect magic, identify, shield, Tenser's floating disk, detect thoughts, mirror image, phantasmal force, suggestion, counterspell, fear, fireball, banishment, dimension door, contact other plane, hold monster, chain lightning, finger of death, mind blank</spells>
    <description>Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me?
Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.
Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.
Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.
Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 313, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Archmage</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>99 (18d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>20</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +9, Wis +6</save>
    <skill>Arcana +13, History +13</skill>
    <passive>12</passive>
    <languages>any six languages</languages>
    <cr>12</cr>
    <resist>damage from spells; nonmagical bludgeoning, piercing, slashing (from stoneskin)</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The archmage has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+6|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The archmage is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). The archmage can cast disguise self and invisibility at will and has the following wizard spells prepared:</text>
      <text>At will: disguise self, invisibility</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, mage armor*, magic missile</text>
      <text>• 2nd level (3 slots): detect thoughts, mirror image, misty step</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): banishment, fire shield, stoneskin*</text>
      <text>• 5th level (3 slots): cone of cold, scrying, wall of force</text>
      <text>• 6th level (1 slots): globe of invulnerability</text>
      <text>• 7th level (1 slots): teleport</text>
      <text>• 8th level (1 slots): mind blank*</text>
      <text>• 9th level (1 slots): time stop</text>
      <text>*The archmage casts these spells on itself before combat.</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>disguise self, invisibility, fire bolt, light, mage hand, prestidigitation, shocking grasp, detect magic, identify, mage armor, magic missile, detect thoughts, mirror image, misty step, counterspell, fly, lightning bolt, banishment, fire shield, stoneskin, cone of cold, scrying, wall of force, globe of invulnerability, teleport, mind blank, time stop</spells>
    <description>Archmages are powerful (and usually quite old) spellcasters dedicated to the study of the arcane arts. Benevolent ones counsel kings and queens, while evil ones rule as tyrants and pursue lichdom. Those who are neither good nor evil sequester themselves in remote towers to practice their magic without interruption.
An archmage typically has one or more apprentice mages, and an archmage's abode has numerous magical wards and guardians to discourage interlopers.
Source: Monster Manual p. 342, Curse of Strahd, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Assassin</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>14</con>
    <int>13</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Dex +6, Int +4</save>
    <skill>Acrobatics +6, Deception +3, Perception +3, Stealth +9</skill>
    <passive>13</passive>
    <languages>Thieves' cant plus any two languages</languages>
    <cr>8</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Assassinate</name>
      <text>During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <trait>
        <name>Sneak Attack (1/Turn)</name>
      <text>The assassin deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The assassin makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Shortsword|+6|1d6+3</attack>
      <attack>Shortsword||7d6</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Light Crossbow|+6|1d8+3</attack>
      <attack>Light Crossbow||7d6</attack>
      </action>
    <description>Trained in the use of poison, assassins are remorseless killers who work for nobles, guildmasters, sovereigns, and anyone else who can afford them.
Source: Monster Manual p. 343, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Awakened Shrub</name>
    <size>S</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>9</ac>
    <hp>10 (3d6)</hp>
    <speed>walk 20 ft.</speed>
    <str>3</str>
    <dex>8</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>one language known by its creator</languages>
    <cr>0</cr>
    <resist>piercing</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>False Appearance</name>
      <text>While the shrub remains motionless, it is indistinguishable from a normal shrub.</text>
      </trait>
    <action>
        <name>Rake</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) slashing damage.</text>
      <attack>Rake|+1|1d4-1</attack>
      </action>
    <description>An awakened shrub is an ordinary shrub given sentience and mobility by the awaken spell or similar magic.
Source: Monster Manual p. 317, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Awakened Tree</name>
    <size>H</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>59 (7d12+14)</hp>
    <speed>walk 20 ft.</speed>
    <str>19</str>
    <dex>6</dex>
    <con>15</con>
    <int>10</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>one language known by its creator</languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>False Appearance</name>
      <text>While the tree remains motionless, it is indistinguishable from a normal tree.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) bludgeoning damage.</text>
      <attack>Slam|+6|3d6+4</attack>
      </action>
    <description>An awakened tree is an ordinary tree given sentience and mobility by the awaken spell or similar magic.
Source: Monster Manual p. 317, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Axe Beak</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 50 ft.</speed>
    <str>14</str>
    <dex>12</dex>
    <con>12</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.</text>
      <attack>Beak|+4|1d8+2</attack>
      </action>
    <description>An axe beak is a tall flightless bird with strong legs and a heavy, wedge-shaped beak. It has a nasty disposition and tends to attack any unfamiliar creature that wanders too close.
Source: Monster Manual p. 317, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, hill</environment>
    </monster>
  <monster>
      <name>Azer</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor, shield)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>15</con>
    <int>12</int>
    <wis>13</wis>
    <cha>10</cha>
    <save>Con +4</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Ignan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the azer or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.</text>
      </trait>
    <trait>
        <name>Heated Weapons</name>
      <text>When the azer hits with a metal melee weapon, it deals an extra 3 (1d6) fire damage (included in the attack).</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The azer sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
      </trait>
    <action>
        <name>Warhammer</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage, or 8 (1d10 + 3) bludgeoning damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</text>
      <attack>Warhammer|+5|1d8+3</attack>
      </action>
    <description>Natives of the Elemental Plane of Fire, azers are master crafters, expert miners, and sworn foes of the efreet. In appearance and manner, an azer resembles a male dwarf, but this is a facade. Beneath its metallic looking skin, an azer is a being of fire, which outwardly manifests in its fiery hair and beard.
Made, Not Born.  Azers don't reproduce. They are each crafted from bronze by another azer and imbued with a portion of the crafter's inner flame. Each azer is sculpted with unique features. This crafting process limits the growth of the azer population and is the primary reason that these creatures remain rare.
Volcanic Dwellers. Azers dwell in a kingdom on the border between the Elemental Plane of Earth and the Elemental Plane of Fire-a range of mountains and volcanoes whose spires rise as a series of fortresses. Beneath mountain peaks, under volcanic calderas, and amid rivers of magma, azers extract gleaming metals and glittering gems from the earth. Squads of azer patrol the passes and tunnels of their realm, fending off the salamander raiders whose efreet masters order strikes against the azer kingdom.
Enemies of the Efreet. Long ago, the efreet and the azers were allies. Azers helped create the City of Brass, forging that home of the efreet into one of the most wondrous places in creation. When the azers had finished their work, the efreet betrayed them, making a failed attempt to enslave the azers so as to protect the secrets of the city. Despite occasional raids and skirmishes, however, the two sides have so far refrained from all-out conflict. The azers believe that only the threat of them revealing the hidden ways into the City of Brass keeps the efreet in check.
Masters of Metal and Gems. Azers are masterful artisans, and create beautiful works from the gems and precious metals found in their volcanic habitat. They rate the value of such treasures above all other things, sometimes dispatching parties across the planes to seek out rare metals and gemstones.
When azers are called by magic to the Material Plane, it is typically to help forge an elaborate magic item or work of art, for it is said that their skill in such craft knows no equal.
Living Fire. An azer doesn't require food, drink, or sleep.
Source: Monster Manual p. 22, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Baboon</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>3 (1d6)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>11</con>
    <int>4</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage.</text>
      <attack>Bite|+1|1d4-1</attack>
      </action>
    <description>
Source: Monster Manual p. 318, Tales from the Yawning Portal, Tomb of Annihilation</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Badger</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>3 (1d4+1)</hp>
    <speed>walk 20 ft., burrow 5 ft.</speed>
    <str>4</str>
    <dex>11</dex>
    <con>12</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The badger has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 318</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Balor</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>262 (21d12+126)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>26</str>
    <dex>15</dex>
    <con>22</con>
    <int>20</int>
    <wis>16</wis>
    <cha>22</cha>
    <save>Str +14, Con +12, Wis +9, Cha +12</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>19</cr>
    <resist>cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Death Throes</name>
      <text>When the balor dies, it explodes, and each creature within 30 feet of it must make a DC 20 Dexterity saving throw, taking 70 (20d6) 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.</text>
      </trait>
    <trait>
        <name>Fire Aura</name>
      <text>At the start of each of the balor's turns, each creature within 5 feet of it takes 10 (3d6) fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the balor or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The balor has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The balor's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The balor makes two attacks: one with its longsword and one with its whip.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (3d8 + 8) slashing damage plus 13 (3d8) lightning damage. If the balor scores a critical hit, it rolls damage dice three times, instead of twice.</text>
      <attack>Longsword|+14|3d8+8</attack>
      </action>
    <action>
        <name>Whip</name>
      <text>Melee Weapon Attack: +14 to hit, reach 30 ft., one target. 15 (2d6 + 8) slashing damage plus 10 (3d6) fire damage, and the target must succeed on a DC 20 Strength saving throw or be pulled up to 25 feet toward the balor.</text>
      <attack>Whip|+14|2d6+8</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The balor magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A balor has a 50 chance of summoning 1d8 vrock, 1d6 hezrou, 1d4 glabrezu, 1d3 nalfeshnee, 1d2 marilith, or one goristro.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 55, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bandit</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Lawful Alignment</alignment>
    <ac>12 (leather armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
      <attack>Scimitar|+3|1d6+1</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Light Crossbow|+3|1d8+1</attack>
      </action>
    <description>Bandits rove in gangs and are sometimes led by thugs, veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry.
Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation's vessels.
Source: Monster Manual p. 343, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bandit Captain</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Lawful Alignment</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>14</con>
    <int>14</int>
    <wis>11</wis>
    <cha>14</cha>
    <save>Str +4, Dex +5, Wis +2</save>
    <skill>Athletics +4, Deception +4</skill>
    <passive>10</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The captain makes three melee attacks: two with its scimitar and one with its dagger. Or the captain makes two ranged attacks with its daggers.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar|+5|1d6+3</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The captain adds 2 to its AC against one melee attack that would hit it. To do so, the captain must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>It takes a strong personality, ruthless cunning, and a silver tongue to keep a gang of bandits in line. The bandit captain has these qualities in spades.
In addition to managing a crew of selfish malcontents, the pirate captain is a variation of the bandit captain, with a ship to protect and command. To keep the crew in line, the captain must mete out rewards and punishment on a regular basis.
More than treasure, a bandit captain or pirate captain craves infamy. A prisoner who appeals to the captain's vanity or ego is more likely to be treated fairly than a prisoner who does not or claims not to know anything of the captain's colorful reputation.
Source: Monster Manual p. 344, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Banshee</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>58 (13d8)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>1</str>
    <dex>14</dex>
    <con>10</con>
    <int>12</int>
    <wis>11</wis>
    <cha>17</cha>
    <save>Wis +2, Cha +5</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Elvish</languages>
    <cr>4</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Detect Life</name>
      <text>The banshee can magically sense the presence of living creatures up to 5 miles away that aren't undead or constructs. She knows the general direction they're in but not their exact locations.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The banshee can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends her turn inside an object.</text>
      </trait>
    <action>
        <name>Corrupting Touch</name>
      <text>Melee Spell Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) necrotic damage.</text>
      <attack>Corrupting Touch|+4|3d6+2</attack>
      </action>
    <action>
        <name>Horrifying Visage</name>
      <text>Each non-undead creature within 60 feet of the banshee that can see her must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if the banshee is within line of sight, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the banshee's Horrifying Visage for the next 24 hours.</text>
      </action>
    <action>
        <name>Wail (1/Day)</name>
      <text>The banshee releases a mournful wail, provided that she isn't in sunlight. This wail has no effect on constructs and undead. All other creatures within 30 feet of her that can hear her must make a DC 13 Constitution saving throw. On a failure, a creature drops to 0 hit points. On a success, a creature takes 10 (3d6) psychic damage.</text>
      <attack>Wail (1/Day)||3d6</attack>
      </action>
    <description>When night falls, unlucky travelers hear the faint cries of the forlorn dead. This woeful spirit is a banshee, a spiteful creature formed from the spirit of a female elf. Banshees appear as luminous, wispy forms that vaguely recall their mortal features. A banshee's face is wreathed in a wild tangle of hair, its body clad in wispy rags that flutter and stream around it.
Divine Wrath. Banshees are the undead remnants of elves who, blessed with great beauty, failed to use their gift to bring joy to the world. Instead, they used their beauty to corrupt and control others. Elves afflicted by the banshee's curse experience no gladness, feeling only distress in the presence of the living. As the curse takes its toll, their minds and bodies decay, until death completes their transformation into undead monsters.
Sorrow Bound. A banshee becomes forever bound to the place of its demise, unable to venture more than five miles from there. It is forced to relive every moment of its life with perfect recall, yet always refuses to accept responsibility for its doom.
Beauty Hoarders. The vanity that inspired the banshee's cursed creation persists in undeath. These creatures covet beautiful objects: fine jewelery, paintings, statues, and other objects of art. At the same time, a banshee abhors any mirrored surface, for it can't bear to see the horror of its own existence. A single glimpse of itself is enough to send a banshee into a rage.
Undead Nature. A banshee doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 23, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>forest, coastal</environment>
    </monster>
  <monster>
      <name>Barbed Devil</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>110 (13d8+52)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>17</dex>
    <con>18</con>
    <int>12</int>
    <wis>14</wis>
    <cha>14</cha>
    <save>Str +6, Con +7, Wis +5, Cha +5</save>
    <skill>Deception +5, Insight +5, Perception +8</skill>
    <passive>18</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>5</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Barbed Hide</name>
      <text>At the start of each of its turns, the barbed devil deals 5 (1d10) piercing damage to any creature grappling it.</text>
      </trait>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes three melee attacks: one with its tail and two with its claws. Alternatively, it can use Hurl Flame twice.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Claw|+6|1d6+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage.</text>
      <attack>Tail|+6|2d6+3</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +5 to hit, range 150 ft., one target. 10 (3d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
      <attack>Hurl Flame|+5|3d6</attack>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Barlgura</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>68 (8d10+24)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>7</int>
    <wis>14</wis>
    <cha>9</cha>
    <save>Dex +5, Con +6</save>
    <skill>Perception +5, Stealth +5</skill>
    <passive>15</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>5</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the barlgura can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Running Leap</name>
      <text>The barlgura's long jump is up to 40 feet and its high jump is up to 20 feet when it has a running start.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The barlgura makes three attacks: one with its bite and two with its fists.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Bite|+7|2d6+4</attack>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage.</text>
      <attack>Fist|+7|1d10+4</attack>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A barlgura has a 30 chance of summoning one barlgura.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The barlgura's spellcasting ability is Wisdom (spell save DC 13). The barlgura can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: entangle, phantasmal force</text>
      <text>2/day each: disguise self, invisibility (self only)</text>
      </trait>
    <spells>entangle, phantasmal force, disguise self, invisibility</spells>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 56, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Basilisk</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 20 ft.</speed>
    <str>16</str>
    <dex>8</dex>
    <con>15</con>
    <int>2</int>
    <wis>8</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Petrifying Gaze</name>
      <text>If a creature starts its turn within 30 feet of the basilisk and the two of them can see each other, the basilisk can force the creature to make a DC 12 Constitution saving throw if the basilisk isn't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the  greater restoration spell or other magic.</text>
      <text>A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see the basilisk until the start of its next turn, when it can avert its eyes again. If it looks at the basilisk in the meantime, it must immediately make the save.</text>
      <text>If the basilisk sees its reflection within 30 feet of it in bright light, it mistakes itself for a rival and targets itself with its gaze.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <description>Travelers sometimes find objects that look like pieces of remarkably lifelike stone carvings of wildlife. Missing parts appear to have been bitten off. Seasoned explorers regard such relics as warnings, knowing that the basilisk that created them is likely to be nearby.
Adaptable Predators. Basilisks thrive in arid, temperate, or tropical climates. They lair in caves or other sheltered sites. Most often, basilisks are encountered underground.
A basilisk born and raised in captivity can be domesticated and trained. Such a trained basilisk knows how to avoid meeting the eyes of those its master wishes to protect from its gaze, but it makes a daunting guardian beast. Because of this use, basilisk eggs are highly prized.
Gaze of Stone. Basilisks are ponderous for hunting creatures, but they needn't chase prey. Meeting a basilisk's supernatural gaze can be enough to affect a rapid transformation, transforming a victim into porous stone. Basilisks, with their strong jaws, are able to consume the stone. The stone returns to organic form in the basilisk's gullet.
Some alchemists are said to know how to process the basilisk's gullet and the fluids contained within. Properly handled, the gullet produces an oil that can return petrified creatures to flesh and life. Unfortunately for such a victim, any parts lost in stone form remain absent if the creature revives. Revivification using the oil is impossible if a vital part of the petrified creature, such as its head, is detached.
Source: Monster Manual p. 24, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain</environment>
    </monster>
  <monster>
      <name>Bat</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 5 ft., fly 30 ft.</speed>
    <str>2</str>
    <dex>15</dex>
    <con>8</con>
    <int>2</int>
    <wis>12</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The bat can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>Keen Hearing</name>
      <text>The bat has advantage on Wisdom (Perception) checks that rely on hearing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 318, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bearded Devil</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>15</dex>
    <con>15</con>
    <int>9</int>
    <wis>11</wis>
    <cha>11</cha>
    <save>Str +5, Con +4, Wis +2</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>3</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Steadfast</name>
      <text>The devil can't be frightened while it can see an allied creature within 30 feet of it.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes two attacks: one with its beard and one with its glaive.</text>
      </action>
    <action>
        <name>Beard</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target can't regain hit points. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Beard|+5|1d8+2</attack>
      </action>
    <action>
        <name>Glaive</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 12 Constitution saving throw or lose 5 (1d10) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 5 (1d10). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
      <attack>Glaive|+5|1d10+3</attack>
      <attack>Glaive||1d10</attack>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 70, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Behir</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>168 (16d12+64)</hp>
    <speed>walk 50 ft., climb 40 ft.</speed>
    <str>23</str>
    <dex>16</dex>
    <con>18</con>
    <int>7</int>
    <wis>14</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +6, Stealth +7</skill>
    <passive>16</passive>
    <languages>Draconic</languages>
    <cr>11</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 90 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The behir makes two attacks: one with its bite and one to constrict.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 22 (3d10 + 6) piercing damage.</text>
      <attack>Bite|+10|3d10+6</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one Large or smaller creature. 17 (2d10 + 6) bludgeoning damage plus 17 (2d10 + 6) slashing damage. The target is grappled (escape DC 16) if the behir isn't already constricting a creature, and the target is restrained until this grapple ends.</text>
      <attack>Constrict|+10|2d10+6</attack>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The behir exhales a line of lightning that is 20 feet long and 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 66 (12d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||12d10</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The behir makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside the behir, and it takes 21 (6d6) acid damage at the start of each of the behir's turns. A behir can have only one creature swallowed at a time.</text>
      <text>If the behir takes 30 damage or more on a single turn from the swallowed creature, the behir must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the behir. If the behir dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
      </action>
    <description>The serpentine behir crawls along floors and clambers up walls to reach its prey. Its lightning breath can incinerate most creatures, even as more powerful foes are constricted in its coils and eaten alive.
A behir's monstrous form resembles a combination of centipede and crocodile. Its scaled hide ranges from ultramarine to deep blue in color, fading to pale blue on its underside.
Cavern Predators. Behirs lair in places inaccessible to other creatures, favoring locations where would-be intruders must make a harrowing climb to reach them. Deep pits, high caves in cliff walls, and caverns reached only by narrow, twisting tunnels are prime sites for a behir ambush. A behir's dozen legs allow it to scramble through its lair site with ease. When not climbing, it moves even faster by folding its legs beside its body and slithering like a snake.
Behirs swallow their prey whole, after which they enter a period of dormancy while they digest. While dormant, a behir chooses a hiding place where intruders in its lair might overlook it.
Foes of the Dragons. In times long forgotten, giants and dragons engaged in seemingly endless war. Storm giants created the first behirs as weapons against the dragons, and behirs retain a natural hatred for dragonkind.
A behir never makes its lair in an area it knows to be inhabited by a dragon. If a dragon attempts to establish a lair within a few dozen miles of a behir's lair, the behir is compelled to kill the dragon or drive it off. Only if the dragon proves too powerful to fight does a behir back down, seeking out a new lair site a great distance away.
Source: Monster Manual p. 25, Tales from the Yawning Portal, Explorer's Guide to Wildemount</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Beholder</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>180 (19d10+76)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>18</con>
    <int>17</int>
    <wis>15</wis>
    <cha>17</cha>
    <save>Int +8, Wis +7, Cha +8</save>
    <skill>Perception +12</skill>
    <passive>22</passive>
    <languages>Deep Speech, Undercommon</languages>
    <cr>13</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Antimagic Cone</name>
      <text>The beholder's central eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the beholder decides which way the cone faces and whether the cone is active. The area works against the beholder's own eye rays.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage.</text>
      <attack>Bite|+5|4d6</attack>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The beholder shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
      <text>1. Charm Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be charmed by the beholder for 1 hour, or until the beholder harms the creature.</text>
      <text>2. Paralyzing Ray. The targeted creature must succeed on a DC 16 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>3. Fear Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>4. Slowing Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>5. Enervation Ray. The targeted creature must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Eye Rays||8d8</attack>
      <text>6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 16 Strength saving throw or the beholder moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the beholder's next turn or until the beholder is incapacitated.</text>
      <text>If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The beholder can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
      <text>7. Sleep Ray. The targeted creature must succeed on a DC 16 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.</text>
      <text>8. Petrification Ray. The targeted creature must make a DC 16 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the  greater restoration spell or other magic.</text>
      <text>9. Disintegration Ray. If the target is a creature, it must succeed on a DC 16 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.</text>
      <attack>Eye Rays||10d8</attack>
      <text>If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
      <text>10. Death Ray. The targeted creature must succeed on a DC 16 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.</text>
      <attack>Eye Rays||10d10</attack>
      </action>
    <legendary>
        <text>The beholder can take 3 legendary actions, using the Eye Ray option below. It can take only one legendary action at a time and only at the end of another creature's turn. The beholder regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Eye Ray</name>
      <text>The beholder uses one random eye ray.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>When fighting inside its lair, a beholder can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the beholder can take one lair action to cause one of the following effects:</text>
      <text>• A 50-foot-square area of ground within 120 feet of the beholder becomes slimy; that area is difficult terrain until initiative count 20 on the next round.</text>
      <text>• Walls within 120 feet of the beholder sprout grasping appendages until initiative count 20 on the round after next. Each creature of the beholder's choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.</text>
      <text>• An eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and disappears.</text>
      <text>The beholder can't repeat an effect until they have all been used, and it can't use the same effect two rounds in a row.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A region containing a beholder's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:</text>
      <text>• Creatures within 1 mile of the beholder's lair sometimes feel as if they're being watched when they aren't.</text>
      <text>• When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed before, harmless slime might coat a statue, and so on. These effects apply only to natural surfaces and to nonmagical objects that aren't on anyone's person.</text>
      <text>If the beholder dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>One glance at a beholder is enough to assess its foul and otherworldly nature. Aggressive, hateful, and greedy, these aberrations dismiss all other creatures as lesser beings, toying with them or destroying them as they choose.
A beholder's spheroid body levitates at all times, and its great bulging eye sits above a wide, toothy maw, while the smaller eyestalks that crown its body twist and turn to keep its foes in sight. When a beholder sleeps, it closes its central eye but leaves its smaller eyes open and alert.
Xenophobic Isolationists. Enemies abound, or so every beholder believes. Beholders are convinced that other creatures resent them for their brilliance and magical power, even as they dismiss those lesser creatures as crude and disgusting. Beholders always suspect others of plotting against them, even when no other creatures are around.
The disdain a beholder has for other creatures extends to other beholders. Each beholder believes its form to be an ideal, and that any deviation from that form is a flaw in the racial purity of its kind. Beholders vary greatly in their physical forms, making conflict between them inevitable. Some beholders are protected by overlapping chitinous plates. Some have smooth hides. Some have eyestalks that writhe like tentacles, while others' stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies.
Eye Tyrant. Some beholders manage to channel their xenophobic tendencies into a terrible despotism. Rather than live in isolation, the aptly named eye tyrants enslave those other creatures, founding and controlling vast empires. An eye tyrant sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their master's behalf.
Alien Lairs. Because they refuse to share territory with others, most beholders withdraw to frigid hills, abandoned ruins, and deep caverns to scheme. A beholder's lair is carved out by its disintegration eye ray, emphasizing vertical passages connecting chambers stacked on top of each other. Such an environment allows a beholder to move freely, even as it prevents intruders from easily creeping about. When intruders do break in, the height of its open ceilings allows a beholder to float up and harry foes on the floor.
As alien as their creator, the rooms in a beholder's lair reflect the creature's arrogance. It festoons its chambers with trophies from the battles it has won, including petrified adventurers standing frozen in their horrified final moments, pieces of other beholders, and magic items wrested from powerful foes. A beholder judges its own worth by its acquisitions, and it never willingly parts with its treasures.
A Beholder's Lair. A beholder's central lair is typically a large, spacious cavern with high ceilings, where it can attack without fear of closing to melee range. A beholder encountered in its lair has a challenge rating of 14 (11,500 XP).
Source: Monster Manual p. 28, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Beholder Zombie</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>8</dex>
    <con>16</con>
    <int>3</int>
    <wis>8</wis>
    <cha>5</cha>
    <save>Wis +2</save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Deep Speech and Undercommon but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 14 (4d6) piercing damage.</text>
      <attack>Bite|+3|4d6</attack>
      </action>
    <action>
        <name>Eye Ray</name>
      <text>The zombie uses a random magical eye ray, choosing a target that it can see within 60 feet of it.</text>
      <text>1. Paralyzing Ray. The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>2. Fear Ray. The targeted creature must succeed on a DC 14 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>3. Enervation Ray. The targeted creature must make a DC 14 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Eye Ray||8d8</attack>
      <text>4. Disintegration Ray. If the target is a creature, it must succeed on a DC 14 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.</text>
      <attack>Eye Ray||10d8</attack>
      <text>If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger nonmagical object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
      </action>
    <description>From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.
Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 316, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Berserker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Chaotic Alignment</alignment>
    <ac>13 (hide armor)</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>17</con>
    <int>9</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the berserker can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.</text>
      <attack>Greataxe|+5|1d12+3</attack>
      </action>
    <description>Hailing from uncivilized lands, unpredictable berserkers come together in war parties and seek conflict wherever they can find it.
Source: Monster Manual p. 344, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Black Bear</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bear makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 318, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Infernal Machine Rebuild</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Black Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>13</con>
    <int>10</int>
    <wis>11</wis>
    <cha>13</cha>
    <save>Dex +4, Con +3, Wis +2, Cha +3</save>
    <skill>Perception +4, Stealth +4</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 2 (1d4) acid damage.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The dragon exhales acid in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 22 (5d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||5d8</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 88, Tales from the Yawning Portal</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Black Pudding</name>
    <size>L</size>
    <type>ooze</type>
    <alignment>Unaligned</alignment>
    <ac>7</ac>
    <hp>85 (10d10+30)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>16</str>
    <dex>5</dex>
    <con>16</con>
    <int>1</int>
    <wis>6</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>4</cr>
    <resist></resist>
    <immune>acid, cold, lightning, slashing</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Amorphous</name>
      <text>The pudding can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Corrosive Form</name>
      <text>A creature that touches the pudding or hits it with a melee attack while within 5 feet of it takes 4 (1d8) acid damage. Any nonmagical weapon made of metal or wood that hits the pudding corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal or wood that hits the pudding is destroyed after dealing damage. The pudding can eat through 2-inch-thick, nonmagical wood or metal in 1 round.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The pudding can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 18 (4d8) acid damage. In addition, nonmagical armor worn by the target is partly dissolved and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</text>
      <attack>Pseudopod|+5|1d6+3</attack>
      </action>
    <reaction>
        <name>Split</name>
      <text>When a pudding that is Medium or larger is subjected to lightning or slashing damage, it splits into two new puddings if it has at least 10 hit points. Each new pudding has hit points equal to half the original pudding's, rounded down. New puddings are one size smaller than the original pudding.</text>
      </reaction>
    <description>A black pudding resembles a heaving mound of sticky black sludge. In dim passageways, the pudding appears to be little more than a blot of shadow.
Flesh, wood, metal, and bone dissolve when the pudding ebbs over them. Stone remains behind, wiped clean.
Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Slow Death.  An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.
Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.
Unwitting Servants.  Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.
Spawn of Juiblex.  According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.
Ooze Nature.  An ooze doesn't require sleep.
Source: Monster Manual p. 241, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Blink Dog</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Lawful Good</alignment>
    <ac>13</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>17</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>10</passive>
    <languages>Blink Dog, understands Sylvan but can't speak it</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The dog has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
      <attack>Bite|+3|1d6+1</attack>
      </action>
    <action>
        <name>Teleport (Recharge 4-6)</name>
      <text>The dog magically teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the dog can make one bite attack.</text>
      </action>
    <description>A blink dog takes its name from its ability to blink in and out of existence, a talent it uses to aid its attacks and to avoid harm. Blink dogs harbor a long-standing hatred for displacer beasts and attack them on sight.
Source: Monster Manual p. 318, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Blood Hawk</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>10</con>
    <int>3</int>
    <wis>14</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The hawk has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Beak|+4|1d4+2</attack>
      </action>
    <description>Taking its name from its crimson feathers and aggressive nature, the blood hawk fearlessly attacks almost any animal, stabbing it with its daggerlike beak. Blood hawks flock together in large numbers, attacking as a pack to take down prey.
Source: Monster Manual p. 319, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>mountain, grassland, forest, hill, coastal, arctic</environment>
    </monster>
  <monster>
      <name>Blue Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft., burrow 15 ft., fly 60 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>15</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +2, Con +4, Wis +2, Cha +4</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage plus 3 (1d6) lightning damage.</text>
      <attack>Bite|+5|1d10+3</attack>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The dragon exhales lightning in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||4d10</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 91, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Blue Slaad</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>123 (13d10+52)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>18</con>
    <int>7</int>
    <wis>7</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages>Slaad, telepathy 60 ft.</languages>
    <cr>7</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The slaad makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage.</text>
      <attack>Bite|+8|2d6+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a humanoid, it must succeed on a DC 15 Constitution saving throw or be infected with a disease called chaos phage. While infected, the target can't regain hit points, and its hit point maximum is reduced by 10 (3d6) every 24 hours. If the disease reduces the target's hit point maximum to 0, the target instantly transforms into a red slaad or, if it has the ability to cast spells of 3rd level or higher, a green slaad. Only a wish spell can reverse the transformation.</text>
      <attack>Claw|+8|2d6+5</attack>
      </action>
    <action>
        <name>Variant: Control Gem</name>
      <text>Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.</text>
      <text>Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.</text>
      <text>A greater restoration spell cast on the slaad destroys the gem without harming the slaad.</text>
      <text>Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.</text>
      </action>
    <description>The bone hooks that protrude from the back of a blue slaad's hands inflict a terrible transformative disease on humanoids wounded by them. This infection, called chaos phage, transforms its victim into a fully grown red slaad—or green slaad if the host was a spellcaster able to cast 3rd level spells or higher.
Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone.  Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Birth and Transformation.  Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers.  Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Source: Monster Manual p. 276, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Boar</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>11</dex>
    <con>12</con>
    <int>2</int>
    <wis>9</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 (1d6) slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Relentless (Recharges after a Short or Long Rest)</name>
      <text>If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Tusk</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
      <attack>Tusk|+3|1d6+1</attack>
      </action>
    <description>
Source: Monster Manual p. 319, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Bone Devil</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>142 (15d10+60)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>18</str>
    <dex>16</dex>
    <con>18</con>
    <int>13</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Int +5, Wis +6, Cha +7</save>
    <skill>Deception +7, Insight +6</skill>
    <passive>12</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>9</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes three attacks: two with its claws and one with its sting.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 8 (1d8 + 4) slashing damage.</text>
      <attack>Claw|+8|1d8+4</attack>
      </action>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage plus 17 (5d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Sting|+8|2d8+4</attack>
      </action>
    <action>
        <name>Variant: Bone Devil Polearm</name>
      <text>Some bone devils have the following action options.</text>
      <text>Multiattack. The devil makes two attacks: one with its hooked polearm and one with its sting.</text>
      <text>Hooked Polearm. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 17 (2d12 + 4) piercing damage. If the target is a Huge or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the devil can't use its polearm on another target.</text>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 71, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bone Naga (Guardian)</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>58 (9d10+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>12</con>
    <int>15</int>
    <wis>15</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>Common plus one other language</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Wisdom, and it has the following cleric spells prepared:</text>
      <text>Cantrips (at will): mending, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, shield of faith</text>
      <text>• 2nd level (3 slots): calm emotions, hold person</text>
      <text>• 3rd level (2 slots): bestow curse</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>mending, sacred flame, thaumaturgy, command, shield of faith, calm emotions, hold person, bestow curse</spells>
    <description>In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.
Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.
Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.
Benevolent Dictators and Brutal Tyrants.  A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.
Rivalry.  Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.
Immortal Nature.  A naga doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 233, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Bone Naga (Spirit)</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>58 (9d10+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>12</con>
    <int>15</int>
    <wis>15</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>Common plus one other language</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 10 (2d6 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The naga is a 5th-level spellcaster (spell save DC 12, +4 to hit with spell attacks) that needs only verbal components to cast its spells. Its spellcasting ability is Intelligence, and it has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, ray of frost</text>
      <text>• 1st level (4 slots): charm person, sleep</text>
      <text>• 2nd level (3 slots): detect thoughts, hold person</text>
      <text>• 3rd level (2 slots): lightning bolt</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>mage hand, minor illusion, ray of frost, charm person, sleep, detect thoughts, hold person, lightning bolt</spells>
    <description>In response to the long history of conflict between the yuan-ti and the nagas, yuan-ti created a necromantic ritual that could halt a naga's resurrection by transforming the living naga into a skeletal undead servitor. A bone naga retains only a few of the spells it knew in life.
Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.
Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.
Benevolent Dictators and Brutal Tyrants.  A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.
Rivalry.  Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.
Immortal Nature.  A naga doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 233</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Brass Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft., burrow 15 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>10</int>
    <wis>11</wis>
    <cha>13</cha>
    <save>Dex +2, Con +3, Wis +2, Cha +3</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||4d6</attack>
      <text>• Sleep Breath. The dragon exhales sleep gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw or fall unconscious for 1 minute. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 106</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bronze Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>15</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +2, Con +4, Wis +2, Cha +4</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.</text>
      <attack>Bite|+5|1d10+3</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Lightning Breath. The dragon exhales lightning in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 12 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||3d10</attack>
      <text>• Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 12 Strength saving throw. On a failed save, the creature is pushed 30 feet away from the dragon.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 109</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Brown Bear</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>34 (4d10+12)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>16</con>
    <int>2</int>
    <wis>13</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bear makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claws|+6|2d6+4</attack>
      </action>
    <description>
Source: Monster Manual p. 319, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Bugbear</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (hide armor, shield)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>13</con>
    <int>8</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill>Stealth +6, Survival +2</skill>
    <passive>10</passive>
    <languages>Common, Goblin</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Brute</name>
      <text>A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</text>
      </trait>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage.</text>
      <attack>Morningstar|+4|2d8+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 2) piercing damage in melee or 5 (1d6 + 2) piercing damage at range.</text>
      <attack>Javelin|+4|2d6+2</attack>
      </action>
    <description>Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.
Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.
Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.
Source: Monster Manual p. 33, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, grassland, forest</environment>
    </monster>
  <monster>
      <name>Bugbear Chief</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (chain shirt, shield)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>14</dex>
    <con>14</con>
    <int>11</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill>Intimidation +2, Stealth +6, Survival +3</skill>
    <passive>11</passive>
    <languages>Common, Goblin</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Brute</name>
      <text>A melee weapon deals one extra die of its damage when the bugbear hits with it (included in the attack).</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>If the bugbear surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</text>
      </trait>
    <trait>
        <name>Heart of Hruggek</name>
      <text>The bugbear has advantage on saving throws against being charmed, frightened, paralyzed, poisoned, stunned, or put to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bugbear makes two melee attacks</text>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 11 (2d8 + 3) piercing damage.</text>
      <attack>Morningstar|+5|2d8+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 9 (2d6 + 3) piercing damage in melee or 5 (1d6 + 3) piercing damage at range.</text>
      <attack>Javelin|+5|2d6+3</attack>
      </action>
    <description>Bugbears are born for battle and mayhem. Surviving by raiding and hunting, they bully the weak and despise being bossed around, but their love of carnage means they will fight for powerful masters if bloodshed and treasure are assured.
Goblinoids. Bugbears are often found in the company of their cousins, hobgoblins and goblins. Bugbears usually enslave goblins they encounter, and they bully hobgoblins into giving them gold and food in return for serving as scouts and shock troops. Even when paid, bugbears are at best unreliable allies, yet goblins and hobgoblins understand that no matter how much bugbears might drain a tribe of resources, these creatures are a potent force.
Followers of Hruggek. Bugbears worship Hruggek, a lesser god who dwells on the plane of Acheron. In the absence of their goblinoid kin, bugbears form loose war bands, each one led by its fiercest member. Bugbears believe that when they die, their spirits have a chance to fight at Hruggek's side. They try to prove themselves worthy by defeating as many foes as possible.
Venal Ambushers. Despite their intimidating builds, bugbears move with surprising stealth. They are fond of setting ambushes and flee when outmatched. They are dependable mercenaries as long as they are supplied food, drink, and treasure, but a bugbear forgets any bond when its life is on the line. A wounded member of a bugbear band might be left behind to help the rest of the band escape. Afterward, that bugbear might help pursuers track down its former companions if doing so saves its life.
Source: Monster Manual p. 33, Tales from the Yawning Portal</description>
    <environment>underdark, grassland, forest</environment>
    </monster>
  <monster>
      <name>Bulette</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>94 (9d10+45)</hp>
    <speed>walk 40 ft., burrow 40 ft.</speed>
    <str>19</str>
    <dex>11</dex>
    <con>21</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Standing Leap</name>
      <text>The bulette's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 30 (4d12 + 4) piercing damage.</text>
      <attack>Bite|+7|4d12+4</attack>
      </action>
    <action>
        <name>Deadly Leap</name>
      <text>If the bulette jumps at least 15 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures must succeed on a DC 16 Strength or Dexterity saving throw (target's choice) or be knocked prone and take 14 (3d6 + 4) bludgeoning damage plus 14 (3d6 + 4) slashing damage. On a successful save, the creature takes only half the damage, isn't knocked prone, and is pushed 5 feet out of the bulette's space into an unoccupied space of the creature's choice. If no unoccupied space is within range, the creature instead falls prone in the bulette's space.</text>
      <attack>Deadly Leap||3d6+4</attack>
      </action>
    <description>Bulette
A bulette is a massive predator that terrorizes any lands it inhabits. Also called a "land shark," it lives only to feed. Irascible and rapacious, bulettes fear no other creature, and they attack with no regard for superior numbers or strength.
Underground Hunters. Bulettes use their powerful claws to tunnel through the earth when they hunt. Heedless of obstruction, they uproot trees, cause landslides in loose slopes, and leave sinkholes behind them. When vibrations in the soil and rock alert a bulette to movement, it shoots to the surface, its jaws spread wide as it attacks.
Wandering Monster. A bulette ranges across temperate lands, feeding on any animals and humanoids it comes across. These creatures dislike dwarf and elf flesh, although they often kill them before realizing what they are. A bulette loves halfling meat the most, and it is never happier than when chasing plump halflings across an open field.
A bulette has no lair, but roams a hunting territory up to thirty miles wide. Its sole criterion for territory is availability of food, and when it has eaten everything in an area, a bulette moves on. These creatures often home in on humanoid settlements, terrorizing them until their panicked residents have fled, or until the bulette is slain.
All creatures shun bulettes, which treat anything that moves as food-even other predators and bulettes. Bulettes come together only to mate, resulting in a bloody act of claws and teeth that usually ends with the male's death and consumption.
Arcane Creation. Some sages believe the bulette is the result of a mad wizard's experiments at crossbreeding snapping turtles and armadillos, within fusions of demon ichor. Bulettes have been thought to be extinct at different times, but after years without a sighting, the creatures inevitably reappear. Because their young are almost never seen, some sages suspect that bulettes maintain secret nesting grounds from which adults strike out into the world.
Source: Monster Manual p. 34, Princes of the Apocalypse, Storm King's Thunder, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Bullywug</name>
    <size>M</size>
    <type>humanoid (bullywug)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (hide armor, shield)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>12</str>
    <dex>12</dex>
    <con>13</con>
    <int>7</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>10</passive>
    <languages>Bullywug</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The bullywug can breathe air and water.</text>
      </trait>
    <trait>
        <name>Speak with Frogs and Toads</name>
      <text>The bullywug can communicate simple concepts to frogs and toads when it speaks in Bullywug.</text>
      </trait>
    <trait>
        <name>Swamp Camouflage</name>
      <text>The bullywug has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The bullywug's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bullywug makes two melee attacks: one with its bite and one with its spear.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <description>Life as a bullywug is nasty, brutish, and wet. These frog-headed amphibious humanoids must stay constantly moist, dwelling in rainy forests, marshes, and damp caves. Always hungry and thoroughly evil, bullywugs overwhelm opponents with superior numbers when they can, but they flee from serious threats to search for easier prey.
Bullywugs have green, gray, or mottled yellow skin that shifts through shades of gray, green, and brown, allowing them to blend in with their surroundings. They wear crude armor and wield simple weapons, and can deliver a powerful bite to foes that press too close.
Foul Aristocracy. Bullywugs consider themselves the right and proper rulers of the swamps. They follow an etiquette of sorts when dealing with outsiders and each other, subject to the whims and fancies of their leader-a self-styled lord of the muck. Bullywugs introduce themselves with grand-sounding titles, make great shows of bowing and debasing themselves before their superiors, and endlessly vie to win their superiors' favor.
A bullywug has two ways to advance among its kind. It can either murder its rivals, though it must take pains to keep its criminal deeds secret, or it can find a treasure or magic item and present it as tribute or a token of obeisance to its liege. A bullywug that murders its rivals without cunning is likely to be executed, so it's more common for bullywugs to stage raids against caravans and settlements, with the goal of securing precious baubles to impress their lords and win their good graces. Invariably, such fine goods are reduced to filthy tatters through abuse and neglect. Once a gift loses its sheen, a bullywug lord invariably demands that its subjects bring it more treasure as tribute.
Unruly Diplomacy. Bullywugs love nothing more than lording over those who trespass on their territories. Their warriors attempt to capture intruders rather than simply slaying them.
Captives are dragged before the king or queen-a bullywug of unusually large size-and forced to beg for mercy. Bribes, treasure, and flattery can trick the bullywug ruler into letting its captives go, but not before it tries to impress its "guests" with the majesty of its treasure and its realm. Struck with a deep inferiority complex, bullywug lords fancy themselves as kings and queens, but desperately crave the fear and respect of outsiders.
Amphibian Allies. Bullywugs speak a language that allows them to communicate over large areas by croaking like frogs. News of intruders or other events in the swamp spread within minutes across this crude communication system.
Simple concepts in the language are understandable to frogs and toads. Bullywugs use this capability to form strong bonds with giant frogs, which they train as guardians and hunters. Larger specimens are sometimes used as mounts as well. The frogs' ability to swallow creatures whole provides a bullywug hunting band an easy means of carrying prey back to their villages.
Source: Monster Manual p. 35, Hoard of the Dragon Queen, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Cambion</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>19 (scale mail)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>16</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save>Str +7, Con +6, Int +5, Cha +6</save>
    <skill>Deception +6, Intimidation +6, Perception +4, Stealth +7</skill>
    <passive>14</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>5</cr>
    <resist>cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fiendish Blessing</name>
      <text>The AC of the cambion includes its Charisma bonus.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cambion makes two melee attacks or uses its Fire Ray twice.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</text>
      <attack>Spear|+7|1d6+4</attack>
      </action>
    <action>
        <name>Fire Ray</name>
      <text>Ranged Spell Attack: +7 to hit, range 120 ft., one target. 10 (3d6) fire damage.</text>
      <attack>Fire Ray|+7|3d6</attack>
      </action>
    <action>
        <name>Fiendish Charm</name>
      <text>One humanoid the cambion can see within 30 feet of it must succeed on a DC 14 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the cambion's spoken commands. If the target suffers any harm from the cambion or another creature or receives a suicidal command from the cambion, the target can repeat the saving throw, ending the effect on itself on a success. If a target's saving throw is successful, or if the effect ends for it, the creature is immune to the cambion's Fiendish Charm for the next 24 hours.</text>
      </action>
    <action>
        <name>Variant: Demonic Cambions</name>
      <text>Few demons consort with mortals, and those with the charm or desire to usually grant their cambion children the Fiendish Charm ability. Cultists of Baphomet and Orcus can also use foul rituals to infuse their master's strength into a young or unborn child, yielding a cult champion who can wield special abilities; a cambion linked to Orcus replaces Fiendish Charm with Spawn of the Grave, and one linked to Baphomet replaces it with Horned One's Call.</text>
      <text>Horned One's Call. When the cambion targets only one creature with the attacks of its Multiattack, it can choose one ally it can see within 30 feet. That ally can use its reaction to make one melee attack against a target of its choice.</text>
      <text>Spawn of the Grave. At the end of each of the cambion's turns, each undead of its choice that it can see within 30 feet gains 10 temporary hit points, provided the cambion isn't incapacitated.</text>
      <text>In addition, this cambion can use its Innate Spellcasting ability to cast animate dead three times per day.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The cambion's spellcasting ability is Charisma (spell save DC 14). The cambion can innately cast the following spells, requiring no material components:</text>
      <text>1/day: plane shift (self only)</text>
      <text>3/day each: alter self, command, detect magic</text>
      </trait>
    <spells>plane shift, alter self, command, detect magic</spells>
    <description>A cambion is the offspring of a fiend (usually a succubus or incubus) and a humanoid (usually a human). Cambions inherit aspects of both parents, but their horns, leathery wings, and sinewy tails are hallmarks of their otherworldly parentage.
Born to Be Bad. Cambions grow into ruthless adults whose wickedness and perversion horrifies even the most devoted mortal parent. Even as a youth, a cambion identifies its rightful place as an overlord of mortals. It might orchestrate uprisings in towns and cities, gathering gangs of humanoids and lesser devils to serve it.
Pawns of the Mighty. A cambion forced to serve its fiendish parent does so out of admiration and dread, but also with the expectation that it will one day rise to a place of prominence. Cambions raised in the Nine Hells serve as soldiers, envoys, and personal attendants to greater devils. In the Abyss, a cambion carries only as much authority as it can muster through sheer strength and force of will.
Spawn of Graz'zt. The demon lord Graz'zt is fond of procreating with humanoids who have made pacts with fiends, and he has sired many cambions who help him sow chaos across the multiverse. These cambions are characterized by charcoal-black skin, cloven hooves, six-fingered hands, and unearthly beauty.
Source: Monster Manual p. 36, Storm King's Thunder, Baldur's Gate: Descent Into Avernus</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Camel</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>9</ac>
    <hp>15 (2d10+4)</hp>
    <speed>walk 50 ft.</speed>
    <str>16</str>
    <dex>8</dex>
    <con>14</con>
    <int>2</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Bite|+5|1d4</attack>
      </action>
    <description>
Source: Monster Manual p. 320, Ghosts of Saltmarsh</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Carrion Crawler</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>51 (6d10+18)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>14</str>
    <dex>13</dex>
    <con>16</con>
    <int>1</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The carrion crawler has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The carrion crawler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The carrion crawler makes two attacks: one with its tentacles and one with its bite.</text>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 4 (1d4 + 2) poison damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.</text>
      <attack>Tentacles|+8|1d4+2</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.</text>
      <attack>Bite|+4|2d4+2</attack>
      </action>
    <description>Carrion crawlers scour putrid flesh from carcasses and gobble the slimy bones that remain. They aggressively attack any creature that trespasses on their territory or disturbs their feasting.
Carrion Eaters. A carrion crawler follows the scent of death to its food, but it prefers not to compete with other scavengers. These foul creatures thus hunker down in territories where death is plentiful and other carrion eaters have limited mobility. Caves, sewers, dungeons, and forested marshes are their favored lairs, but carrion crawlers are also drawn to battlefields and cemeteries. A carrion crawler roams on the hunt, its tentacles probing the air for the scent of blood or decay. In tunnels or ruins, carrion crawlers scurry across the ceiling as they move toward food. In this way, they avoid contact with oozes, otyughs, and other dangerous inhabitants of the darkness, even as they surprise potential meals that don't think to look up.
Patient Predators. Whether in subterranean darkness or while hunting at night, light signals a potential meal. A carrion crawler might follow a light source from a distance for hours, hoping to pick up the scent of blood. Despite their great size, carrion crawlers can also easily set up ambushes by waiting around blind corners for prey to come to them. When facing potential prey or intruders, a carrion crawler lets its poison do the work. Once a victim goes rigid with paralysis, the carrion crawler wraps it with its tentacles and drags it away to a high ledge or isolated passageway, where it can be killed safely. The monster then resumes patrolling its territory while waiting for its meal to ripen.
Source: Monster Manual p. 37, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Cat</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 40 ft., climb 30 ft.</speed>
    <str>3</str>
    <dex>15</dex>
    <con>10</con>
    <int>3</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The cat has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 slashing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 320, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>grassland, forest, urban, desert</environment>
    </monster>
  <monster>
      <name>Cave Bear</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>42 (5d10+15)</hp>
    <speed>walk 40 ft., swim 30 ft.</speed>
    <str>20</str>
    <dex>10</dex>
    <con>16</con>
    <int>2</int>
    <wis>13</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bear makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
      <attack>Bite|+7|1d8+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claws|+7|2d6+5</attack>
      </action>
    <description>
Source: Monster Manual p. 334, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Centaur</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Good</alignment>
    <ac>12</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>14</con>
    <int>9</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Athletics +6, Perception +3, Survival +3</skill>
    <passive>13</passive>
    <languages>Elvish, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the centaur moves at least 30 feet straight toward a target and then hits it with a pike attack on the same turn, the target takes an extra 10 (3d6) piercing damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The centaur makes two attacks: one with its pike and one with its hooves or two with its longbow.</text>
      </action>
    <action>
        <name>Pike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage.</text>
      <attack>Pike|+6|1d10+4</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d6+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>
I hear centaurs make excellent mounts!
 — Batley Summerfoot, a halfling adventurer who never read HOOVES OF FURY, by Iryil Grayborn of Sundown

Reclusive wanderers and omen-readers of the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures.
Wilderness Nomads. Centaur tribes range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use tents.
Centaur migrations span continents and take decades to repeat, so that a centaur tribe might not retread the same path for generations. These long-ranging patterns can lead to conflict when centaurs encounter settlements of other creatures built along their traditional routes.
Reluctant Settlers. A centaur that can't keep pace with the rest of its tribe is left behind. Some such centaurs vanish into the wilderness and are never seen again. Those that can bear the loss of their tribe might take up residence among other races. Frontier settlements value the nature knowledge of their centaur residents. Many such communities owe their survival to the insight and acumen of a centaur.
Despite their reclusive nature, centaurs trade with elves and with the caravans of other benevolent humanoids they meet during their wanderings. A trader might save the life of a wounded or an elderly centaur unfit for long travel, escorting it to a settlement where it can peacefully live out the rest of its days.
Source: Monster Manual p. 38, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Chain Devil</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>85 (10d8+40)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>18</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save>Con +7, Wis +4, Cha +5</save>
    <skill></skill>
    <passive>8</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes two attacks with its chains.</text>
      </action>
    <action>
        <name>Chain</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 11 (2d6 + 4) slashing damage. The target is grappled (escape DC 14) if the devil isn't already grappling a creature. Until this grapple ends, the target is restrained and takes 7 (2d6) piercing damage at the start of each of its turns.</text>
      <attack>Chain|+8|2d6+4</attack>
      </action>
    <action>
        <name>Animate Chains (Recharges after a Short or Long Rest)</name>
      <text>Up to four chains the devil can see within 60 feet of it magically sprout razor-edged barbs and animate under the devil's control, provided that the chains aren't being worn or carried.</text>
      <text>Each animated chain is an object with AC 20, 20 hit points, resistance to piercing damage, and immunity to psychic and thunder damage. When the devil uses Multiattack on its turn, it can use each animated chain to make one additional chain attack. An animated chain can grapple one creature of its own but can't make attacks while grappling. An animated chain reverts to its inanimate state if reduced to 0 hit points or if the devil is incapacitated or dies.</text>
      </action>
    <reaction>
        <name>Unnerving Mask</name>
      <text>When a creature the devil can see starts its turn within 30 feet of the devil, the devil can create the illusion that it looks like one of the creature's departed loved ones or bitter enemies. If the creature can see the devil, it must succeed on a DC 14 Wisdom saving throw or be frightened until the end of its turn.</text>
      </reaction>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 72, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Chasme</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>84 (13d10+13)</hp>
    <speed>walk 20 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>15</dex>
    <con>12</con>
    <int>11</int>
    <wis>14</wis>
    <cha>10</cha>
    <save>Dex +5, Wis +5</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>6</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 10 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Drone</name>
      <text>The chasme produces a horrid droning sound to which demons are immune. Any other creature that starts its turn with in 30 feet of the chasme must succeed on a DC 12 Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The chasme has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The chasme can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Proboscis</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (4d6 + 2) piercing damage plus 24 (7d6) necrotic damage, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies. This reduction to a creature's hit point maximum lasts until the creature finishes a long rest or until it is affected by a spell like  greater restoration.</text>
      <attack>Proboscis|+5|4d6+2</attack>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A chasme has a 30 chance of summoning one chasme.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 57, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Chimera</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>11</dex>
    <con>19</con>
    <int>3</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +8</skill>
    <passive>18</passive>
    <languages>understands Draconic but can't speak</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The chimera makes three attacks: one with its bite, one with its horns, and one with its claws. When its fire breath is available, it can use the breath in place of its bite or horns.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Bite|+7|2d6+4</attack>
      </action>
    <action>
        <name>Horns</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) bludgeoning damage.</text>
      <attack>Horns|+7|1d12+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claws|+7|2d6+4</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dragon head exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 31 (7d8) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||7d8</attack>
      </action>
    <description>Chimeras were created after mortals summoned Demogorgon to the world. The Prince of Demons, unimpressed with the creatures that surrounded it, transformed them into horrific, multi-headed monstrosities. This act gave rise to the first chimeras.
Gifted with demonic cruelty, a chimera serves as a grim reminder of what happens when demon princes find their way to the Material Plane. A typical specimen has the hindquarters of a large goat, the forequarters of a lion, and the leathery wings of a dragon, along with the heads of all three of those creatures. The monster likes to surprise its victims, swooping down from the sky and engulfing prey with its fiery breath before landing.
Conflicted Creature. A chimera combines the worst aspects of its three parts. Its dragon head drives it to raid, plunder, and accumulate a great hoard. Its leonine nature compels it to hunt and kill powerful creatures that threaten its territory. Its goat head grants it a vicious, stubborn streak that compels it to fight to the death. These three aspects drive a chimera to stake out a territory that is as large as 10 miles wide. It preys on wild game, viewing more powerful creatures as rivals to be humiliated and defeated. Its greatest rivals are dragons, griffons, manticores, perytons, and wyverns. When it hunts, the chimera looks for easy ways to amuse itself. It enjoys the fear and suffering of weaker creatures. The monster often toys with its prey, breaking off an attack prematurely and leaving a creature wounded and terrified before returning to finish it off.
Servant of Evil. Though chimeras are far from cunning, their draconic ego makes them susceptible to flattery and gifts. If offered food and treasure, a chimera might spare a traveler. A villain can lure a chimera into service by keeping it well fed and its treasure hoard well stocked.
Source: Monster Manual p. 39, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark, mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Chuul</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>16</con>
    <int>5</int>
    <wis>11</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands Deep Speech but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The chuul can breathe air and water.</text>
      </trait>
    <trait>
        <name>Sense Magic</name>
      <text>The chuul senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The chuul makes two pincer attacks. If the chuul is grappling a creature, the chuul can also use its tentacles once.</text>
      </action>
    <action>
        <name>Pincer</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage. The target is grappled (escape DC 14) if it is a Large or smaller creature and the chuul doesn't have two other creatures grappled.</text>
      <attack>Pincer|+6|2d6+4</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>One creature grappled by the chuul must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until this poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>Survivors of the ancient aboleth empire, chuuls are crustaceans the aboleths modified and endowed with sentience. They follow the ingrained directives of their creators, as they have done since the dawn of time.
Primeval Relics. In the primeval ages, aboleths ruled a vast empire that spanned the oceans of the world. In those days, the aboleths used mighty magic and bent the minds of the nascent creatures of the mortal realm. However, they were bound to the water and could not enforce their will beyond it without servants. Therefore, they created chuuls.
Perfectly obedient, the chuuls collected sentient creatures and magic at the aboleths' command. Chuuls were designed to endure the ages of the world, growing in size and strength as the eons passed. When the aboleths' empire crumbled with the rise of the gods, the chuuls were cast adrift. However, these creatures continue to do what they did for the aboleths, slowly collecting humanoids, gathering treasure, amassing magic, and consolidating power.
Tireless Guardians. Chuul still guard the ruins of the ancient aboleth empire. They linger in silent observance of eons-old commands. Rumors and ancient maps sometimes lure treasure seekers to these ruins, but the reward for their boldness is death.
Whatever riches that the explorers bring with them adds to the hoard guarded by the chuuls. Chuuls can sense magic at a distance. This sense couples with an innate drive that leads them to slay explorers, take their gear, and bury it in secret locales aboleths dictated eons ago.
Waiting Servants. Although the aboleths' ancient empire fell long ago, the psychic bonds between them and their created servants remain intact. Chuuls that come into contact with aboleths immediately assume their old roles. Such chuuls redirect their compulsions to the service of the aboleths' sinister purposes.
Source: Monster Manual p. 40, Princes of the Apocalypse, Rise of Tiamat, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Clay Golem</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>133 (14d10+56)</hp>
    <speed>walk 20 ft.</speed>
    <str>20</str>
    <dex>9</dex>
    <con>18</con>
    <int>3</int>
    <wis>8</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>acid, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Acid Absorption</name>
      <text>Whenever the golem is subjected to acid damage, it takes no damage and instead regains a number of hit points equal to the acid damage dealt.</text>
      </trait>
    <trait>
        <name>Berserk</name>
      <text>Whenever the golem starts its turn with 60 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. The target dies if this attack reduces its hit point maximum to 0. The reduction lasts until removed by the  greater restoration spell or other magic.</text>
      <attack>Slam|+8|2d10+5</attack>
      </action>
    <action>
        <name>Haste (Recharge 5-6)</name>
      <text>Until the end of its next turn, the golem magically gains a +2 bonus to its AC, has advantage on Dexterity saving throws, and can use its slam attack as a bonus action.</text>
      </action>
    <description>Sculpted from clay, this bulky golem stands head and shoulders taller than most human-sized creatures. It is human shaped, but its proportions are off.
Clay golems are often divinely endowed with purpose by priests of great faith. However, clay is a weak vessel for life force. If the golem is damaged, the elemental spirit bound into it can break free. Such a golem runs amok, smashing everything around it until it is destroyed or completely repaired.
Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.
To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.
Elemental Spirit in Material Form.  The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.
A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Ageless Guardians.  Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
Constructed Nature.  A golem doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 168, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cloaker</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>78 (12d10+12)</hp>
    <speed>walk 10 ft., fly 40 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>12</con>
    <int>13</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>11</passive>
    <languages>Deep Speech, Undercommon</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Damage Transfer</name>
      <text>While attached to a creature, the cloaker takes only half the damage dealt to it (rounded down). and that creature takes the other half.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the cloaker remains motionless without its underside exposed, it is indistinguishable from a dark leather cloak.</text>
      </trait>
    <trait>
        <name>Light Sensitivity</name>
      <text>While in bright light, the cloaker has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cloaker makes two attacks: one with its bite and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 10 (2d6 + 3) piercing damage, and if the target is Large or smaller, the cloaker attaches to it. If the cloaker has advantage against the target, the cloaker attaches to the target's head, and the target is blinded and unable to breathe while the cloaker is attached. While attached, the cloaker can make this attack only against the target and has advantage on the attack roll. The cloaker can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the cloaker by succeeding on a DC 16 Strength check.</text>
      <attack>Bite|+6|2d6+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 7 (1d8 + 3) slashing damage.</text>
      <attack>Tail|+6|1d8+3</attack>
      </action>
    <action>
        <name>Moan</name>
      <text>Each creature within 60 feet of the cloaker that can hear its moan and that isn't an aberration must succeed on a DC 13 Wisdom saving throw or become frightened until the end of the cloaker's next turn. If a creature's saving throw is successful, the creature is immune to the cloaker's moan for the next 24 hours.</text>
      </action>
    <action>
        <name>Phantasms (Recharges after a Short or Long Rest)</name>
      <text>The cloaker magically creates three illusory duplicates of itself if it isn't in bright light. The duplicates move with it and mimic its actions, shifting position so as to make it impossible to track which cloaker is the real one. If the cloaker is ever in an area of bright light, the duplicates disappear.</text>
      <text>Whenever any creature targets the cloaker with an attack or a harmful spell while a duplicate remains, that creature rolls randomly to determine whether it targets the cloaker or one of the duplicates. A creature is unaffected by this magical effect if it can't see or if it relies on senses other than sight.</text>
      <text>A duplicate has the cloaker's AC and uses its saving throws. If an attack hits a duplicate, or if a duplicate fails a saving throw against an effect that deals damage, the duplicate disappears.</text>
      </action>
    <description>Cloakers earned their names for the resemblance they bear to dark leathery cloaks. Lurking in remote dungeons and caves, these stealthy predators wait to slay lone or injured prey stumbling through the darkness.
Camouflaged Lurkers. Like a stingray, a cloaker's body is composed of cartilage and muscle. With its tail and fins unfurled, it flies through darkness and lurks among the shadows of caverns the same way a stingray glides through water and hides on the ocean floor. Parallel rows of round, black eyespots run along its back like buttons, and the ivory-colored claws on its cowl resemble bone clasps.
When a cloaker unfurls and moves to attack, it reveals its pale underside and makes its true nature evident. Red eyes glow above rows of sharp teeth, and a long pendulous tail whips behind it.
Opportunistic Predators. When hunting, cloakers glide through the shadows at a safe distance behind groups of other creatures traversing the Underdark. They follow parties of humanoids to prey on the wounded after a battle, or pursue herds of Underdark beasts, attacking the sick, the weak, or the straggling.
Cloakers strike quickly and consume their meals as swiftly as possible, enveloping and devouring their victims. While it feeds, a cloaker uses its swift, whiplike tail for defense, although it rarely takes a stand against dangerous foes or groups of creatures. As an added defense, cloakers can create illusory duplicates of themselves.
Haunting Moan. Cloakers' thoughts are alien to other life-forms, and they communicate with one another through subsonic moans inaudible to most creatures. At higher intensities, a cloaker's haunting moan becomes audible, evoking sensations of doom and dread in creatures that hear it.
Cloaker Conclaves. Cloakers prefer isolation, but they sometimes convene with other cloakers for defense or to exchange information about new dangers, suitable hunting grounds, or developments that might affect their habitats. When this convergence is complete, the cloakers separate again.
Source: Monster Manual p. 41, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Cloud Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Neutral Good (50%) Neutral Evil (50%)</alignment>
    <ac>14 (natural armor)</ac>
    <hp>200 (16d12+96)</hp>
    <speed>walk 40 ft.</speed>
    <str>27</str>
    <dex>10</dex>
    <con>22</con>
    <int>12</int>
    <wis>16</wis>
    <cha>16</cha>
    <save>Con +10, Wis +7, Cha +7</save>
    <skill>Insight +7, Perception +7</skill>
    <passive>17</passive>
    <languages>Common, Giant</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The giant has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two morningstar attacks.</text>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage.</text>
      <attack>Morningstar|+12|3d8+8</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage.</text>
      <attack>Rock|+12|4d10+8</attack>
      </action>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult cloud giants have the magical ability to create barriers of gale-force wind around themselves that can deflect incoming missiles. Others like to fling enemies through the air. These abilities are represented by the following action options.</text>
      <text>Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 20 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 4 (1d8) bludgeoning damage for every 10 feet it was thrown.</text>
      <text>Wind Aura. A magical aura of wind surrounds the giant. The aura is a 10-foot-radius sphere that lasts as long as the giant maintains concentration on it (as if concentrating on a spell). While the aura is in effect, the giant gains a +2 bonus to its AC against ranged weapon attacks, and all open flames within the aura are extinguished unless they are magical.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The giant's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, fog cloud, light</text>
      <text>3/day each: feather fall, fly, misty step, telekinesis</text>
      <text>1/day each: control weather, gaseous form</text>
      </trait>
    <spells>detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form</spells>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 154, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>mountain</environment>
    </monster>
  <monster>
      <name>Cockatrice</name>
    <size>S</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>27 (6d6+6)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>12</dex>
    <con>12</con>
    <int>2</int>
    <wis>13</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw against being magically petrified. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <description>The cockatrice looks like a hideous hybrid of lizard, bird, and bat, and it is infamous for its ability to turn flesh to stone. These omnivores have a diet that consists of berries, nuts, flowers, and small animals such as insects, mice, and frogs-things they can swallow whole. They would be no threat to anything else if not for their fierce and frenzied response to even a hint of danger. A cockatrice flies into the face of any threat, squawking and madly beating its wings as its head darts out to peck. The smallest scratch from a cockatrice's beak can spell doom as its victim slowly turns to stone from the injury.
Source: Monster Manual p. 42, Tales from the Yawning Portal, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Mythic Odysseys of Theros</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Commoner</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <description>Commoners include peasants, serfs, slaves, servants, pilgrims, merchants, artisans, and hermits.
Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>arctic, desert, coastal, grassland, hill, urban, forest</environment>
    </monster>
  <monster>
      <name>Constrictor Snake</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>13 (2d10+2)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>12</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.</text>
      <attack>Constrict|+4|1d8+2</attack>
      </action>
    <description>
Source: Monster Manual p. 320, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underwater, forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Copper Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft., climb 30 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>13</con>
    <int>14</int>
    <wis>11</wis>
    <cha>13</cha>
    <save>Dex +3, Con +3, Wis +2, Cha +3</save>
    <skill>Perception +4, Stealth +3</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Acid Breath. The dragon exhales acid in a 20-foot line that is 5 feet wide. Each creature in that line must make a DC 11 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||4d8</attack>
      <text>• Slowing Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 11 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 111</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Couatl</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>19 (natural armor)</ac>
    <hp>97 (13d8+39)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>16</str>
    <dex>20</dex>
    <con>17</con>
    <int>18</int>
    <wis>20</wis>
    <cha>18</cha>
    <save>Con +5, Wis +7, Cha +6</save>
    <skill></skill>
    <passive>15</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>4</cr>
    <resist>radiant</resist>
    <immune>psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The couatl's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Shielded Mind</name>
      <text>The couatl is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 24 hours. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.</text>
      <attack>Bite|+8|1d6+5</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one Medium or smaller creature. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the couatl can't constrict another target.</text>
      <attack>Constrict|+6|2d6+3</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The couatl magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the couatl's choice).</text>
      <text>In a new form, the couatl retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and other actions are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks. If the new form has a bite attack, the couatl can use its bite in that form.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The couatl's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring only verbal components:</text>
      <text>At will: detect evil and good, detect magic, detect thoughts</text>
      <text>3/day each: bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield</text>
      <text>1/day each: dream, greater restoration, scrying</text>
      </trait>
    <spells>detect evil and good, detect magic, detect thoughts, bless, create food and water, cure wounds, lesser restoration, protection from poison, sanctuary, shield, dream, greater restoration, scrying</spells>
    <description>Couatls are benevolent serpentine beings of great intellect and insight. Their brilliantly colored wings and gentle manner speak to their celestial origins.
Divine Caretakers. Couatls were created as guardians and caretakers by a benevolent god not worshiped since the dawn of time, and which is forgotten now by all but the couatls themselves. Most of the divine mandates given to these beings are long since fulfilled or failed. However, a number of couatls still watch over ancient power, await fulfillment of prophecy, or safeguard the heirs of creatures they once guided and protected. Regardless of a couatl's task, it prefers to remain hidden, revealing itself only as a last resort. Truth Tellers. A couatl can't lie, but it can withhold information, answer questions vaguely, or allow others to jump to the wrong conclusions if doing so is necessary to protect something, to keep promises, or to hide the secret of its existence.
Ancient and Few. A couatl can live for ages without sustenance, even surviving without air, but these creatures can die of disease or the passage of time. A couatl can sense its end up to a century beforehand, but it has no insight into the manner of its demise. If a couatl has already accomplished what it set out to do, it accepts its fate. However, if its imminent death endangers the completion of its goals, it actively seeks out another couatl with which to produce offspring.
The mating ritual of couatls is a beautiful and elaborate dance of magic and light, which results in a gem-like egg from which a new couatl hatches. The parent that sought out the mate raises the newborn couatl and instructs it as to its duties, so that it can complete whatever task the parent leaves unfinished.
Source: Monster Manual p. 43, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, urban, desert</environment>
    </monster>
  <monster>
      <name>Crab</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 20 ft., swim 20 ft.</speed>
    <str>2</str>
    <dex>11</dex>
    <con>10</con>
    <int>1</int>
    <wis>8</wis>
    <cha>2</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>9</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The crab can breathe air and water.</text>
      </trait>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 bludgeoning damage.</text>
      </action>
    <description>
Source: Monster Manual p. 320, Tomb of Annihilation, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Crawling Claw</name>
    <size>T</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>13</str>
    <dex>14</dex>
    <con>11</con>
    <int>5</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Common but can't speak</languages>
    <cr>0</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Turn Immunity</name>
      <text>The claw is immune to effects that turn undead.</text>
      </trait>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning or slashing damage (claw's choice).</text>
      <attack>Claw|+3|1d4+1</attack>
      </action>
    <description>Crawling claws are the severed hands of murderers animated by dark magic so that they can go on killing. Wizards and warlocks of a dark bent use crawling claws as extra hands in their labors.
Magical Origins. Through dark necromantic rituals, the life force of a murderer is bound to its severed hand, haunting and animating it. If a dead murderer's spirit already manifests as another undead creature, if the murderer is raised from death, or if the spirit has long passed on to another plane, the ritual fails.
The ritual invoked to create a crawling claw works best with a hand recently severed from a murderer. To this end, ritualists and their servants frequent public executions to gain possession of suitable hands, or make bargains with assassins and torturers.
Creator's Control. A crawling claw can't be turned, nor can it be controlled by spells that control undead. These foul monsters are entirely bound to the will of their creator, which can concentrate on a claw in sight to mentally command its every action. If the crawling claw's creator doesn't command it, the claw follows its last command to the best of its ability.
Commands given to a crawling claw must be simple. A claw can't be tasked with finding and killing a particular person, because its limited senses and intelligence prevent it from tracking and picking out specific individuals. However, a command to kill all creatures in a particular locale works. A crawling claw can easily feel out the contours of keys and doorknobs, crawling from room to room on a blind killing spree.
Malign Intelligence. A crawling claw possesses little of the intellect and memories of the individual of which it was once a living part. The hate, jealousy, or greed that drove that person to murder lingers on, however, amplified by the claw's torturous fragmented state. Left to its own devices, a crawling claw imitates and recreates the same murderous acts it committed in life.
Living Claws. If a crawling claw is animated from the severed hand of a still-living murderer, the ritual binds the claw to the murderer's soul. The disembodied hand can then return to its former limb, its undead flesh knitting to the living arm from which it was severed.
Made whole again, the murderer acts as though the hand had never been severed and the ritual had never taken place. When the crawling claw separates again, the living body falls into a coma. Destroying the crawling claw while it is away from the body kills the murderer. However, killing the murderer has no effect on the crawling claw.
Undead Nature. A crawling claw doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 44, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Crocodile</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 20 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The crocodile can hold its breath for 15 minutes.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can't bite another target</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <description>
Source: Monster Manual p. 320, Hoard of the Dragon Queen, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Cult Fanatic</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +4, Persuasion +4, Religion +2</skill>
    <passive>11</passive>
    <languages>any one language (usually Common)</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dark Devotion</name>
      <text>The fanatic has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fanatic makes two melee attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The fanatic is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The fanatic has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, inflict wounds, shield of faith</text>
      <text>• 2nd level (3 slots): hold person, spiritual weapon</text>
      </trait>
    <slots>4, 3</slots>
    <spells>light, sacred flame, thaumaturgy, command, inflict wounds, shield of faith, hold person, spiritual weapon</spells>
    <description>Fanatics are often part of a cult's leadership, using their charisma and dogma to influence and prey on those of weak will. Most are interested in personal power above all else
Source: Monster Manual p. 345, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cultist</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>12 (leather armor)</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>10</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +2, Religion +2</skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dark Devotion</name>
      <text>The cultist has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) slashing damage.</text>
      <attack>Scimitar|+3|1d6+1</attack>
      </action>
    <description>Cultists swear allegiance to dark powers such as elemental princes, demon lords, or archdevils. Most conceal their loyalties to avoid being ostracized, imprisoned, or executed for their beliefs. Unlike evil acolytes, cultists often show signs of insanity in their beliefs and practices.
Source: Monster Manual p. 345, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cyclops</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>22</str>
    <dex>11</dex>
    <con>20</con>
    <int>8</int>
    <wis>6</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Giant</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Poor Depth Perception</name>
      <text>The cyclops has disadvantage on any attack roll against a target more than 30 feet away.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cyclops makes two greatclub attacks.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Greatclub|+9|3d8+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+9|4d10+6</attack>
      </action>
    <description>Cyclopes are one-eyed giants that eke out a meager existence in wild lands. Isolationists by nature, they avoid contact with other races and try to drive away strangers in their territory.
Nonreligious. Legends claim that the cyclopes are the spawn of one of the gods of the giants, but these creatures pay little heed to any deities. They see little benefit in prayer and dislike ritual, which they perceive as complex and foreign. However, a cyclops that gains direct benefit from some site of divine power, or which is threatened by a supernatural force or creature, will pay homage as long as the benefit or threat remains.
Unsophisticated. Though they are reasonably intelligent, cyclopes live simple, reclusive lives, keeping herds of animals for food. They prefer to dwell alone or in small family groups, lairing in caves, ruins, or rough structures of dry stone construction they build themselves. A cyclops keeps its herd animals with it at night, sealing the entrance to its home with boulders to let it serve double duty as a barn.
A cyclops lairs within a day's journey of other cyclopes, so that they can meet to trade goods or seek mates. They craft weapons and tools of wood and stone, but will use metal when they can find it. Although cyclopes understand the Giant tongue, they write nothing and speak little, using grunts and gestures for their interactions with each other. Cyclopes don't use money for trade, but they value gold, shells, and other glittering and colorful objects as jewelry. A cyclops might wear a necklace strung with feathers and silver coins, but also with pewter goblets, cutlery, and other bits of ruined metal.
Unwise. Cyclopes aren't great thinkers or strategists. Slow to learn and bound to their traditional ways, they find innovation difficult. Although they are a terrifying threat in combat due to their size and strength, they can often be tricked by clever foes. Cyclopes can be cowed and awed by obvious displays of magic. Rustics with little exposure to magic, they can be deceived into mistaking a warlock, cleric, or other caster for a powerful divine figure. However, their sense of pride causes them to react with vengeful, bloodthirsty violence once they learn that the individual they assumed was a "god" is a mere mortal.
Source: Monster Manual p. 45, Rise of Tiamat, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underdark, mountain, grassland, hill, desert, coastal</environment>
    </monster>
  <monster>
      <name>Dao</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>187 (15d10+105)</hp>
    <speed>walk 30 ft., burrow 30 ft., fly 30 ft.</speed>
    <str>23</str>
    <dex>12</dex>
    <con>24</con>
    <int>12</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Int +5, Wis +5, Cha +6</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Terran</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>petrified</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Earth Glide</name>
      <text>The dao can burrow through nonmagical, unworked earth and stone. While doing so, the dao doesn't disturb the material it moves through.</text>
      </trait>
    <trait>
        <name>Elemental Demise</name>
      <text>If the dao dies, its body disintegrates into crystalline powder, leaving behind only equipment the dao was wearing or carrying.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The dao has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Dao makes two fist attacks or two maul attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 15 (2d8 + 6) bludgeoning damage.</text>
      <attack>Fist|+10|2d8+6</attack>
      </action>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 20 (4d6 + 6) bludgeoning damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Strength check or be knocked prone.</text>
      <attack>Maul|+10|4d6+6</attack>
      </action>
    <action>
        <name>Variant: Genie Powers</name>
      <text>Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.</text>
      <text>Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.</text>
      <text>Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.</text>
      <text>To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dao's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect evil and good, detect magic, stone shape</text>
      <text>3/day each: passwall, move earth, tongues</text>
      <text>1/day each: conjure elemental (earth elemental only), gaseous form, invisibility, phantasmal killer, plane shift, wall of stone</text>
      </trait>
    <spells>detect evil and good, detect magic, stone shape, passwall, move earth, tongues, conjure elemental, gaseous form, invisibility, phantasmal killer, plane shift, wall of stone</spells>
    <description>Dao are greedy, malicious genies from the Elemental Plane of Earth. They adorn themselves with jewelry crafted from precious gems and rare metals, and when they fly, their lower bodies become columns of swirling sand. A dao isn't happy unless it is the envy of other dao.
All That Glitters. The dao dwell in complexes of twisting tunnels and glittering ore-veined caverns on the Elemental Plane of Earth. These maze works are continually expanding as the dao delve into and reshape the rock around them. Dao care nothing for the poverty or misfortune of others. A dao might grind powdered gems and gold dust over its food to heighten the experience of eating, devouring its wealth as mortals consume a precious spice.
Lords of the Earth. A dao never assists a mortal unless the genie has something to gain, preferably treasure. Among the genies, dao are on speaking and trading terms with the efreet, but they have nothing but scorn for djinn and marids. Other races native to the Elemental Plane of Earth avoid the dao, which are always seeking new slaves to mine the maze works of their floating earth islands.
Proud Slavers. The dao trade for the finest slaves that money can buy, forcing them to work in dangerous subterranean realms that rumble with earthquakes. As much as they enjoy enslaving others, the dao hate being enslaved. Powerful wizards have been known to lure dao to the Material Plane and trap them in the confines of magic gemstones or iron flasks. Unfortunately for the dao, their greed makes it relatively easy for mages to cozen them into service.
Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements.  A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled.  Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility.  Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship.  Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 143, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Darkmantle</name>
    <size>S</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>22 (5d6+5)</hp>
    <speed>walk 10 ft., fly 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The darkmantle can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the darkmantle remains motionless, it is indistinguishable from a cave formation such as a stalactite or stalagmite.</text>
      </trait>
    <action>
        <name>Crush</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) bludgeoning damage, and the darkmantle attaches to the target. If the target is Medium or smaller and the darkmantle has advantage on the attack roll, it attaches by engulfing the target's head, and the target is also blinded and unable to breathe while the darkmantle is attached in this way.</text>
      <attack>Crush|+5|1d6+3</attack>
      <text>While attached to the target, the darkmantle can attack no other creature except the target but has advantage on its attack rolls. The darkmantle's speed also becomes 0, it can't benefit from any bonus to its speed, and it moves with the target.</text>
      <text>A creature can detach the darkmantle by making a successful DC 13 Strength check as an action. On its turn, the darkmantle can detach itself from the target by using 5 feet of movement.</text>
      </action>
    <action>
        <name>Darkness Aura (1/Day)</name>
      <text>A 15-foot radius of magical darkness extends out from the darkmantle, moves with it, and spreads around corners. The darkness lasts as long as the darkmantle maintains concentration, up to 10 minutes (as if concentrating on a spell). Darkvision can't penetrate this darkness, and no natural light can illuminate it. If any of the darkness overlaps with an area of light created by a spell of 2nd level or lower, the spell creating the light is dispelled.</text>
      </action>
    <description>A darkmantle clings to cavern ceilings, remaining perfectly still as it waits for creatures to pass beneath it. From a distance, it can pass itself off as a stalactite or a lump of stone. Then it drops from the ceiling and unfurls, surrounding itself with magical darkness as it engulfs and crushes its prey.
Darkmantles are found throughout the Underdark, but they are equally common on the Shadowfell. Thriving in that dark realm, they fill an ecological niche similar to bats on the Material Plane. Intelligent creatures of the Shadowfell sometimes train darkmantles as guardians or companions.
Source: Monster Manual p. 46, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Death Dog</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>14</con>
    <int>3</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Two-Headed</name>
      <text>The dog has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dog makes two bite attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <description>A death dog is an ugly two-headed hound that roams plains, deserts, and the Underdark. Hate burns in a death dog's heart, and a taste for humanoid flesh drives it to attack travelers and explorers. Death dog saliva carries a foul disease that causes a victim's flesh to slowly rot off the bone.
Source: Monster Manual p. 321, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Death Knight</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>180 (19d8+95)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>11</dex>
    <con>20</con>
    <int>12</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Dex +6, Wis +9, Cha +10</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Abyssal, Common</languages>
    <cr>17</cr>
    <resist></resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The death knight has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Marshal Undead</name>
      <text>Unless the death knight is incapacitated, it and undead creatures of its choice within 60 feet of it have advantage on saving throws against features that turn undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The death knight makes three longsword attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage, or 10 (1d10 + 5) slashing damage if used with two hands, plus 18 (4d8) necrotic damage.</text>
      <attack>Longsword|+11|1d8+5</attack>
      </action>
    <action>
        <name>Hellfire Orb (1/Day)</name>
      <text>The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Hellfire Orb (1/Day)||10d6</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The death knight adds 6 to its AC against one melee attack that would hit it. To do so, the death knight must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The death knight is a 19th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It has the following paladin spells prepared:</text>
      <text>• 1st level (4 slots): command, compelled duel, searing smite</text>
      <text>• 2nd level (3 slots): hold person, magic weapon</text>
      <text>• 3rd level (3 slots): dispel magic, elemental weapon</text>
      <text>• 4th level (3 slots): banishment, staggering smite</text>
      <text>• 5th level (2 slots): destructive wave (necrotic)</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>command, compelled duel, searing smite, hold person, magic weapon, dispel magic, elemental weapon, banishment, staggering smite, destructive wave</spells>
    <description>When a paladin that falls from grace dies without seeking atonement, dark powers can transform the once-mortal knight into a hateful undead creature. A death knight is a skeletal warrior clad in fearsome plate armor. Beneath its helmet, one can see the knight's skull with malevolent pinpoints of light burning in its eye sockets.
Eldritch Power. The death knight retains the ability to cast divine spells. However, no death knight can use its magic to heal. A death knight also attracts and commands lesser undead, although death knights that serve powerful fiends might have fiendish followers instead. Death knights often use warhorse skeletons and nightmares as mounts.
Immortal Until Redeemed. A death knight can arise anew even after it has been destroyed. Only when it atones for a life of wickedness or finds redemption can it finally escape its undead purgatory and truly perish.
Undead Nature. A death knight doesn't require air, food, drink, or sleep.
Lord Soth. 
------
Lord Soth began his fall from grace with an act of heroism, saving an elf named Isolde from an ogre. Soth and Isolde fell in love, but Soth was already married. He had a servant dispose of his wife and was charged with murder, but fled with Isolde. When his castle fell under siege, he prayed for guidance and was told that he must atone for his misdeeds by completing a quest, but growing fears about Isolde's fidelity caused him to abandon his quest. Because his mission was not accomplished, a great cataclysm swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
------
Source: Monster Manual p. 47, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Death Slaad</name>
    <size>M</size>
    <type>aberration (shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>170 (20d8+80)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>19</con>
    <int>15</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +6, Perception +8</skill>
    <passive>18</passive>
    <languages>Slaad, telepathy 60 ft.</languages>
    <cr>10</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The slaad's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The slaad makes three attacks: one with its bite and two with its claws or greatsword.</text>
      </action>
    <action>
        <name>Bite (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Bite (Slaad Form Only)|+9|1d8+5</attack>
      </action>
    <action>
        <name>Claws (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) slashing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Claws (Slaad Form Only)|+9|1d10+5</attack>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Greatsword|+9|2d6+5</attack>
      </action>
    <action>
        <name>Variant: Control Gem</name>
      <text>Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.</text>
      <text>Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.</text>
      <text>A greater restoration spell cast on the slaad destroys the gem without harming the slaad.</text>
      <text>Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The slaad's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The slaad can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image</text>
      <text>2/day each: fear, fireball, fly, tongues</text>
      <text>1/day each: cloudkill, plane shift</text>
      </trait>
    <spells>detect magic, detect thoughts, invisibility, mage hand, major image, fear, fireball, fly, tongues, cloudkill, plane shift</spells>
    <description>Death slaadi are suffused with energy from the Negative Energy Plane and exemplify evil's corruption of chaos, and they take sadistic pleasure in bringing harm to others. They propagate their race by dragooning mobs of red and blue slaadi and invading other planes. Humanoids who survive the incursion become incubators for new slaadi.
Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone.  Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Birth and Transformation.  Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers.  Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Source: Monster Manual p. 278, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Death Tyrant</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>187 (25d10+50)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>14</con>
    <int>19</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Str +5, Con +7, Int +9, Wis +7, Cha +9</save>
    <skill>Perception +12</skill>
    <passive>22</passive>
    <languages>Deep Speech, Undercommon</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Negative Energy Cone</name>
      <text>The death tyrant's central eye emits an invisible, magical 150-foot cone of negative energy. At the start of each of its turns, the tyrant decides which way the cone faces and whether the cone is active.</text>
      <text>Any creature in that area can't regain hit points. Any humanoid that dies there becomes a zombie under the tyrant's command. The dead humanoid retains its place in the initiative order and animates at the start of its next turn, provided that its body hasn't been completely destroyed.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (4d6) piercing damage.</text>
      <attack>Bite|+5|4d6</attack>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The death tyrant shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
      <text>1. Charm Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be charmed by the death tyrant for 1 hour, or until the death tyrant harms the creature.</text>
      <text>2. Paralyzing Ray. The targeted creature must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>3. Fear Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>4. Slowing Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn, not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>5. Enervation Ray. The targeted creature must make a DC 17 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Eye Rays||8d8</attack>
      <text>6. Telekinetic Ray. If the target is a creature, it must succeed on a DC 17 Strength saving throw or the death tyrant moves it up to 30 feet in any direction. It is restrained by the ray's telekinetic grip until the start of the death tyrant's next turn or until the death tyrant is incapacitated.</text>
      <text>If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is moved up to 30 feet in any direction. The death tyrant can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
      <text>7. Sleep Ray. The targeted creature must succeed on a DC 17 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.</text>
      <text>8. Petrification Ray. The targeted creature must make a DC 17 Dexterity saving throw. On a failed save, the creature begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the  greater restoration spell or other magic.</text>
      <text>9. Disintegration Ray. If the target is a creature, it must succeed on a DC 17 Dexterity saving throw or take 45 (10d8) force damage. If this damage reduces the creature to 0 hit points, its body becomes a pile of fine gray dust.</text>
      <attack>Eye Rays||10d8</attack>
      <text>If the target is a Large or smaller nonmagical object or creation of magical force, it is disintegrated without a saving throw. If the target is a Huge or larger object or creation of magical force, this ray disintegrates a 10-foot cube of it.</text>
      <text>10. Death Ray. The targeted creature must succeed on a DC 17 Dexterity saving throw or take 55 (10d10) necrotic damage. The target dies if the ray reduces it to 0 hit points.</text>
      <attack>Eye Rays||10d10</attack>
      </action>
    <legendary>
        <text>The undead can take 1 legendary action, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary action at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Eye Ray</name>
      <text>The death tyrant uses one random eye ray.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>When fighting inside its lair, a death tyrant can invoke the ambient magic to take lair actions. On initiative count 20 (losing initiative ties), the death tyrant can take one lair action to cause one of the following effects:</text>
      <text>• An area that is a 50-foot cube within 120 feet of the tyrant is filled with spectral eyes and tentacles. To creatures other than the death tyrant, that area is lightly obscured and difficult terrain until initiative count 20 on the next round.</text>
      <text>• Walls sprout spectral appendages until initiative count 20 on the round after next. Any creature, including one on the Ethereal Plane, that is hostile to the tyrant and starts its turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.</text>
      <text>• A spectral eye opens in the air at a point within 50 feet of the tyrant. One random eye ray of the tyrant shoots from that eye, which is considered to be an ethereal source, at a target of the tyrant's choice. The eye then closes and disappears.</text>
      <text>The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A region containing a death tyrant's lair is warped by the creature's unnatural presence, which creates one or more of the following effects:</text>
      <text>• Creatures within 1 mile of the tyrant's lair sometimes feel as if they're being watched even when they aren't.</text>
      <text>• When a creature hostile to the tyrant and aware of its existence finishes a long rest within 1 mile of the tyrant's lair, roll a d20 for that creature. On a roll of 10 or lower, the creature is subjected to one random eye ray of the tyrant.</text>
      <text>If the death tyrant dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>On rare occasions, a beholder's sleeping mind drifts to places beyond its normal madness, imagining a reality in which it exists beyond death. When such dreams take hold, a beholder can transform, its flesh sloughing away to leave a death tyrant behind. This monster possesses the cunning and much of the magic it had in life, but it is fueled by the power of undeath. A death tyrant appears as a massive, naked skull, with a pinpoint of red light gleaming in its hollow eye socket. With its eyestalks rotted away, ten spectral eyes hover above the creature and glare in all directions.
Deathly Despot. As they did when they were beholders, death tyrants lord their power over other creatures. Moreover, a beholder's ability to quash magical energy with its central eye gives way to a more sinister power in a death tyrant, which can transform former slaves and enemies into undead servants.
Zombies created by a death tyrant are used and discarded as needed. They stand guard at the entrances to the death tyrant's lair or guard its treasure vaults.
Acting as bait for traps or as combat fodder, zombies keep powerful enemies distracted while the death tyrant moves into position and prepares to destroy them.
Armies of the Dead. A death tyrant that embraces undeath becomes an engine of destruction. Driven by a hunger for power and security, it advances against humanoid settlements, using its eye rays to destroy every creature it encounters, then building an army of undead. If left unchecked, a death tyrant might wipe out the population of a city in weeks, then set its undead eye on wider conquest. As each settlement falls, the death tyrant's zombie forces build to overwhelming numbers.
Undead Nature. A death tyrant doesn't require air, food, drink, or sleep.
A Death Tyrant's Lair. A death tyrant's lair is usually the same site it held as a beholder, but it contains more trappings of death and decay. A death tyrant encountered in its lair has a challenge rating of 15 (13,000 XP).
The death tyrant can't repeat an effect until all three have been used, and it can't use the same effect on consecutive rounds.
Source: Monster Manual p. 29, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Deep Gnome (Svirfneblin)</name>
    <size>S</size>
    <type>humanoid (gnome)</type>
    <alignment>Neutral Good</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>16 (3d6+6)</hp>
    <speed>walk 20 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>14</con>
    <int>12</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill>Investigation +3, Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Gnomish, Terran, Undercommon</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Stone Camouflage</name>
      <text>The gnome has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <trait>
        <name>Gnome Cunning</name>
      <text>The gnome has advantage on Intelligence, Wisdom, and Charisma saving throws against magic.</text>
      </trait>
    <action>
        <name>War Pick</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>War Pick|+4|1d8+2</attack>
      </action>
    <action>
        <name>Poisoned Dart</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success</text>
      <attack>Poisoned Dart|+4|1d4+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The gnome's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: nondetection (self only)</text>
      <text>1/day each: blindness/deafness, blur, disguise self</text>
      </trait>
    <spells>nondetection, blindness/deafness, blur, disguise self</spells>
    <description>Deep gnomes, or svirfneblin, live far below the world's surface in twisting warrens and sculpted caverns. They survive by virtue of their stealth, cleverness, and tenacity. Their gray skin allows them to blend in with surrounding stonework. They are also surprisingly heavy and strong for their size. An average adult weighs 100 to 120 pounds and stands 3 feet tall.
A typical svirfneblin enclave contains several hundred deep gnomes and is strongly fortified. Secret tunnels lead to and from the settlement, and the deep gnomes use these as evacuation routes when the enclave comes under attack.
Established Gender Roles. Male svirfneblin are bald, while females have stringy gray hair. Traditionally, females run the enclaves while males scour the outskirts in search of enemies and deposits of precious gemstones.
Gemstone Harvesters. Svirfneblin cherish fine gemstones, especially rubies, which they harvest from mines deep in the Underdark. The hunt for gems often brings them into conflict with beholders, drow, kuo-toa, duergar, and mind flayers. Of all their natural enemies, deep gnomes fear and despise the murderous, demon worshiping drow the most.
Earth Friends. Deep gnomes are often encountered in the company of creatures from the Elemental Plane of Earth. Some svirfneblin can summon such creatures. Earth creatures guard svirfneblin settlements, especially xorn enticed to service with the promise of gems to feed on.
Source: Monster Manual p. 164, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Deer</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 50 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>11</con>
    <int>2</int>
    <wis>14</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Bite|+2|1d4</attack>
      </action>
    <description>
Source: Monster Manual p. 321, Hoard of the Dragon Queen, Essentials Kit: Dragon of Icespire Peak</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Demilich</name>
    <size>T</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>80 (20d4)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>1</str>
    <dex>20</dex>
    <con>10</con>
    <int>20</int>
    <wis>17</wis>
    <cha>20</cha>
    <save>Con +6, Int +11, Wis +9, Cha +11</save>
    <skill></skill>
    <passive>13</passive>
    <languages></languages>
    <cr>18</cr>
    <resist>bludgeoning, piercing, slashing from magic weapons</resist>
    <immune>necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Avoidance</name>
      <text>If the demilich is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the demilich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>The demilich is immune to effects that turn undead.</text>
      </trait>
    <action>
        <name>Howl (Recharge 5-6)</name>
      <text>The demilich emits a bloodcurdling howl. Each creature within 30 feet of the demilich that can hear the howl must succeed on a DC 15 Constitution saving throw or drop to 0 hit points. On a successful save, the creature is frightened until the end of its next turn.</text>
      </action>
    <action>
        <name>Life Drain</name>
      <text>The demilich targets up to three creatures that it can see within 10 feet of it. Each target must succeed on a DC 19 Constitution saving throw or take 21 (6d6) necrotic damage, and the demilich regains hit points equal to the total damage dealt to all targets.</text>
      <attack>Life Drain||6d6</attack>
      </action>
    <action>
        <name>Variant: Acererak and His Disciples</name>
      <text>The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak—a powerful wizard and demonologist and the infamous master of the Tomb of Horrors—anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.</text>
      <text>Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.</text>
      <text>Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.</text>
      <text>Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.</text>
      <text>Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.</text>
      <text>If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.</text>
      </action>
    <legendary>
        <text>The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Flight</name>
      <text>The demilich flies up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Cloud of Dust</name>
      <text>The demilich magically swirls its dusty remains. Each creature within 10 feet of the demilich, including around a corner, must succeed on a DC 15 Constitution saving throw or be blinded until the end of the demilich's next turn. A creature that succeeds on the saving throw is immune to this effect until the end of the demilich's next turn.</text>
      </legendary>
    <legendary>
        <name>Energy Drain (Costs 2 Actions)</name>
      <text>Each creature with in 30 feet of the demilich must make a DC 15 Constitution saving throw. On a failed save, the creature's hit point maximum is magically reduced by 10 (3d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. A creature's hit point maximum can be restored with the  greater restoration spell or similar magic.</text>
      </legendary>
    <legendary>
        <name>Vile Curse (Costs 3 Actions)</name>
      <text>The demilich targets one creature it can see within 30 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be magically cursed. Until the curse ends, the target has disadvantage on attack rolls and saving throws. The target can repeat the saving throw at the end of each of its turns, ending the curse on a success.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the demilich rolls a d20. On a result of 11 or higher, the demilich takes a lair action to cause one of the following effects. It can't use the same effect two rounds in a row.</text>
      <text>• The tomb trembles violently for a moment. Each creature on the floor of the tomb must succeed on a DC 19 Dexterity saving throw or be knocked prone.</text>
      <text>• The demilich targets one creature it can see within 60 feet of it. An antimagic field fills the space of the target, moving with it until initiative count 20 on the next round.</text>
      <text>• The demilich targets any number of creatures it can see within 30 feet of it. No target can regain hit points until initiative count 20 on the next round.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A demilich's tomb might have any or all of the following effects in place:</text>
      <text>• The first time a non-evil creature enters the tomb's area, the creature takes 16 (3d10) necrotic damage.</text>
      <text>• Monsters in the tomb have advantage on saving throws against being charmed or frightened, and against features that turn undead.</text>
      <text>• The tomb is warded against the magical travel of creatures the demilich hasn't authorized. Such creatures can't teleport into or out of the tomb's area or use planar travel to enter or leave it. Effects that allow teleportation or planar travel work within the tomb as long as they aren't used to leave or enter the tomb's area.</text>
      <text>If the demilich is destroyed, these effects fade over the course of 10 days.</text>
      </legendary>
    <description>The immortality granted to a lich lasts only as long as it feeds mortal souls to its phylactery. If it falters or fails in that task, its bones turn to dust until only its skull remains. This "demilich" contains only a fragment of the lich's malevolent life force-just enough so that if it is disturbed, these remains rise into the air and assume a wraith-like form. The skull then emits a terrifying howl that can slay the weak-hearted and leave others trembling with fear. Left alone, it sinks back down and returns to the empty peace of its existence.
Few liches seek to become demiliches, for it means an end to the existence they hoped to preserve by becoming undead. However, time can erode the lich's reason and memory, causing it to retreat into its ancient tomb and forget to feed on souls. The spells it once knew fade from its mind, and it no longer channels the arcane energy it wielded as a lich. However, even as a mere skull it remains a deadly and vexing enemy.
Enduring Existence. Even after a lich is reduced to a demilich state, its phylactery survives. As long as its phylactery is intact, the demilich can't be permanently destroyed. Its skull reforms after 1d10 days, restoring the creature to its wretched state. If it has the presence of mind to do so, a demilich can reclaim its former power by feeding just one soul to its phylactery. Doing so restores the demilich to lich form, reconstituting its undead body.
Undead Nature. A demilich doesn't require air, food, drink, or sleep. So great is a demilich's will to survive that it always has the maximum number of hit points for its Hit Dice, instead of average hit points.
A Demilich's Lair. A demilich hides its earthly remains and treasures in a labyrinthine tomb guarded by monsters and traps. At the heart of this labyrinth rests the demilich's skull and the dust from its other bones. In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its lair has a challenge rating of 20 (24,500 XP).
Acererak and His Disciples. The transformation into a demilich isn't a bitter end for all liches that experience it. Made as a conscious choice, the path of the demilich becomes the next step in a dark evolution. The lich Acererak-a powerful wizard and demonologist and the infamous master of the Tomb of Horrors-anticipated his own transformation, preparing for it by setting enchanted gemstones into his skull's eye sockets and teeth. Each of these soul gems possessed the power to capture the souls on which his phylactery would feed.
Acererak abandoned his physical body, accepting that it would molder and dissolve to dust while he traveled the planes as a disembodied consciousness. If the skull that was his last physical remains was ever disturbed, its gems would claim the souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak's path believe that by becoming free of their bodies, they can continue their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who disturb their lairs.
Acererak or another demilich like him has a challenge rating of 21 (33,000 XP), or 23 (50,000 XP) in its lair, and gains the following additional action option.
Trap Soul. The demilich targets one creature that it can see within 30 feet of it. The target must make a DC 19 Charisma saving throw. On a failed save, the target's soul is magically trapped inside one of the demilich's gems. While the soul is trapped, the target's body and all the equipment it is carrying cease to exist. On a successful save, the target takes 24 (7d6) necrotic damage, and if this damage reduces the target to 0 hit points, its soul is trapped as if it failed the saving throw. A soul trapped in a gem for 24 hours is devoured and ceases to exist.
If the demilich drops to 0 hit points, it is destroyed and turns to powder, leaving behind its gems. Crushing a gem releases any soul trapped within, at which point the target's body re-forms in an unoccupied space nearest to the gem and in the same state as when it was trapped.
Source: Monster Manual p. 48, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Deva</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>17</int>
    <wis>20</wis>
    <cha>20</cha>
    <save>Wis +9, Cha +9</save>
    <skill>Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>10</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Angelic Weapons</name>
      <text>The deva's weapon attacks are magical. When the deva hits with any weapon, the weapon deals an extra 4d8 radiant damage (included in the attack).</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The deva has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The deva makes two melee attacks.</text>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
      <attack>Mace|+8|1d6+4</attack>
      </action>
    <action>
        <name>Healing Touch (3/Day)</name>
      <text>The deva touches another creature. The target magically regains 20 (4d8 + 2) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The deva magically polymorphs into a humanoid or beast that has a challenge rating equal to or less than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the deva's choice).</text>
      <text>In a new form, the deva retains its game statistics and ability to speak, but its AC, movement modes, Strength, Dexterity, and special senses are replaced by those of the new form, and it gains any statistics and capabilities (except class features, legendary actions, and lair actions) that the new form has but that it lacks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The deva's spellcasting ability is Charisma (spell save DC 17). The deva can innately cast the following spells, requiring only verbal components:</text>
      <text>At will: detect evil and good</text>
      <text>1/day each: commune, raise dead</text>
      </trait>
    <spells>detect evil and good, commune, raise dead</spells>
    <description>An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
Immortal Nature. An angel doesn't require food, drink, or sleep.
Deva. Devas are angels that act as divine messengers or agents to the Material Plane, the Shadowfell, and the Feywild and that can assume a form appropriate to the realm they are sent to.
Legend tells of angels that take mortal form for years, lending aid, hope, and courage to goodhearted folk. A deva can take any shape, although it prefers to appear to mortals as an innocuous humanoid or animal. When circumstances require that it cast off its guise, a deva is a beautiful humanoid-like creature with silvery skin. Its hair and eyes gleam with an unearthly luster, and large feathery wings unfurl from its shoulder blades.
Source: Monster Manual p. 16, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dire Wolf</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>37 (5d10+10)</hp>
    <speed>walk 50 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>15</con>
    <int>3</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <description>
Source: Monster Manual p. 321, Curse of Strahd, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Displacer Beast</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>85 (10d10+30)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>6</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Avoidance</name>
      <text>If the displacer beast is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <trait>
        <name>Displacement</name>
      <text>The displacer beast projects a magical illusion that makes it appear to be standing near its actual location, causing attack rolls against it to have disadvantage. If it is hit by an attack, this trait is disrupted until the end of its next turn. This trait is also disrupted while the displacer beast is incapacitated or has a speed of 0.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The displacer beast makes two attacks with its tentacles.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 3 (1d6) piercing damage.</text>
      <attack>Tentacle|+6|1d6+4</attack>
      </action>
    <description>This monstrous predator takes its name from its ability to displace light so that it appears to be several feet away from its actual location. A displacer beast resembles a sleek great cat covered in blue-black fur.
However, its otherworldly origins are clear in its six legs and the two tentacles sprouting from its shoulders, both ending in pads tipped with spiky protrusions. A displacer beast's eyes glow with an awful malevolence that persists even in death.
Unseelie Origins. Displacer beasts roamed the twilight lands of the Feywild for ages, until they were captured and trained by the Unseelie Court. The warriors of the court selectively bred the beasts to reinforce their ferocious and predatory nature, using them to hunt unicorns, pegasi, and other wondrous prey. However, it didn't take long for the displacer beasts to use their malevolent intelligence to escape their masters.
Running and breeding freely in the Feywild, the displacer beasts soon came to the attention of the Seelie Court. With blink dog companions at their side, fey hunters drove these predators to the fringes of the Feywild, where many crossed over to the Material Plane. To this day, displacer beasts and blink dogs attack each other on sight.
Love of the Kill. Displacer beasts kill not just for food but also for sport. They target prey even when not hungry, often toying with their victims to entertain themselves until they are ready to eat. After killing its prey using its tentacles, a displacer beast drags the corpse to a quiet place where it can feed without distraction.
Displacer beasts hunt alone or in small prides that demonstrate skill at setting ambushes. A single beast will strike and withdraw, luring prey into a densely wooded area where its pack mates wait. Packs of displacer beasts hunting near trade roads recall the frequency and schedule of regular caravans, laying down ambushes to pick off those caravans.
Source: Monster Manual p. 81, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Djinni</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Chaotic Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>161 (14d10+84)</hp>
    <speed>walk 30 ft., fly 90 ft.</speed>
    <str>21</str>
    <dex>15</dex>
    <con>22</con>
    <int>15</int>
    <wis>16</wis>
    <cha>20</cha>
    <save>Dex +6, Wis +7, Cha +9</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Auran</languages>
    <cr>11</cr>
    <resist></resist>
    <immune>lightning, thunder</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Elemental Demise</name>
      <text>If the djinni dies, its body disintegrates into a warm breeze, leaving behind only equipment the djinni was wearing or carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The djinni makes three scimitar attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 3 (1d6) lightning or thunder damage (djinni's choice).</text>
      <attack>Scimitar|+9|2d6+5</attack>
      </action>
    <action>
        <name>Create Whirlwind</name>
      <text>A 5-foot-radius, 30-foot-tall cylinder of swirling air magically forms on a point the djinni can see within 120 feet of it. The whirlwind lasts as long as the djinni maintains concentration (as if concentrating on a spell). Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.</text>
      <text>A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind.</text>
      </action>
    <action>
        <name>Variant: Genie Powers</name>
      <text>Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.</text>
      <text>Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.</text>
      <text>Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.</text>
      <text>To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The djinni's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect evil and good, detect magic, thunderwave</text>
      <text>3/day each: create food and water (can create wine instead of water), tongues, wind walk</text>
      <text>1/day each: conjure elemental (air elemental only), creation, gaseous form, invisibility, major image, plane shift</text>
      </trait>
    <spells>detect evil and good, detect magic, thunderwave, create food and water, tongues, wind walk, conjure elemental, creation, gaseous form, invisibility, major image, plane shift</spells>
    <description>Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as much for comfort as to flaunt their musculature.
Airy Aesthetes. Djinn rule floating islands of cloud stuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and gardens. Creatures of comfort and ease, djinn enjoy succulent fruits, pungent wines, fine perfumes, and beautiful music.
Djinn are known for their sense of mischief and their favorable attitude toward mortals. Among genies, djinn deal coolly with efreet and marids, whom they view as haughty. They openly despise dao and strike against them with little provocation.
Masters of the Wind. Masters of the air, the djinn ride powerful whirlwinds that they create and direct on a whim, and which can even carry passengers. Creatures that stand against a djinni are assaulted by wind and thunder, even as the djinni spins away on that wind if outmatched in combat. When a djinni flies, its lower body transforms into a column of swirling air.
Accepting Servitors. The djinn believe that servitude is a matter of fate, and that no being can contest the hand of fate. As a result, of all the genies, djinn are the ones most amenable to servitude, though they never enjoy it. Djinn treat their slaves more like servants deserving of kindness and protection, and they part with them reluctantly.
A mortal who desires the brief service of a djinni can entreat it with fine gifts, or use flattery to bribe it into compliance. Powerful wizards are able to forgo such niceties, however, if they can summon, bind into service, or imprison a djinni using magic. Long-term service displeases a djinni, and imprisonment is inexcusable. Djinn resent the cruel wizards that have imprisoned their kind in bottles, iron flasks, and wind instruments throughout the ages. Betrayal, particularly by a mortal whom a djinni trusted, is a vile deed that only deadly vengeance can amend.
Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements.  A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled.  Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility.  Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship.  Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 144, Princes of the Apocalypse, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Doppelganger</name>
    <size>M</size>
    <type>monstrosity (shapechanger)</type>
    <alignment>Neutral</alignment>
    <ac>14</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>18</dex>
    <con>14</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +6, Insight +3</skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The doppelganger can use its action to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, the doppelganger has advantage on attack rolls against any creature it surprised.</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>If the doppelganger surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The doppelganger makes two melee attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage.</text>
      <attack>Slam|+6|1d6+4</attack>
      </action>
    <action>
        <name>Read Thoughts</name>
      <text>The doppelganger magically reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the doppelganger can continue reading its thoughts, as long as the doppelganger's concentration isn't broken (as if concentrating on a spell). While reading the target's mind, the doppelganger has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.</text>
      </action>
    <description>Doppelgangers are devious shapeshifters that take on the appearance of other humanoids, throwing off pursuit or luring victims to their doom with misdirection and disguise. Few creatures spread fear, suspicion, and deceit better than doppelgangers. Found in every land and culture, they can take on the guise of any individual of any race.
Stealing Secrets. A doppelganger's adopted form allows it to blend into almost any group or community, but its transformation doesn't impart languages, mannerisms, memory, or personality. Doppelgangers often follow or capture creatures they intend to impersonate, studying them and probing their minds for secrets. A doppelganger can read a creature's surface thoughts, allowing it to glean that creature's name, desires, and fears, along with a few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim's mind daily to learn how to behave and speak authentically.
Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered merchant or noble, the others take on a number of identities as circumstances warrant, playing the parts of family or servants while they live off the victim's riches.
Changelings. Doppelgangers are too lazy or self-interested to raise their young. They assume attractive male forms and seduce women, leaving them to raise their progeny. A doppelganger child appears to be a normal member of its mother's species until it reaches adolescence, at which point it discovers its true nature and is driven to seek out its kind to join them.
Source: Monster Manual p. 82, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Draft Horse</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>12</con>
    <int>2</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d4+4</attack>
      </action>
    <description>
Source: Monster Manual p. 321, Curse of Strahd, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Dragon Turtle</name>
    <size>G</size>
    <type>dragon</type>
    <alignment>Neutral</alignment>
    <ac>20 (natural armor)</ac>
    <hp>341 (22d20+110)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>25</str>
    <dex>10</dex>
    <con>20</con>
    <int>10</int>
    <wis>12</wis>
    <cha>12</cha>
    <save>Dex +6, Con +11, Wis +7</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Aquan, Draconic</languages>
    <cr>17</cr>
    <resist>fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon turtle can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon turtle makes three attacks: one with its bite and two with its claws. It can make one tail attack in place of its two claw attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) piercing damage.</text>
      <attack>Bite|+13|3d12+7</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 16 (2d8 + 7) slashing damage.</text>
      <attack>Claw|+13|2d8+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 26 (3d12 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be pushed up to 10 feet away from the dragon turtle and knocked prone.</text>
      <attack>Tail|+13|3d12+7</attack>
      </action>
    <action>
        <name>Steam Breath (Recharge 5-6)</name>
      <text>The dragon turtle exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC 18 Constitution saving throw, taking 52 (15d6) fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.</text>
      <attack>Steam Breath (Recharge 5-6)||15d6</attack>
      </action>
    <description>Dragon turtles are among the most fearsome creatures of the oceans. As large and voracious as the oldest of its land-based dragon kin, a dragon turtle strikes with its deadly jaws, steaming breath, and crushing tail.
A dragon turtle's rough shell is the same dark green color as the deep water where this monster dwells. Silver highlights lining the shell resemble light dancing on open water, and a surfacing dragon turtle is sometimes mistaken for the reflection of the sun or moon on the waves. Dragons of the Deep. Like true dragons, dragon turtles collect treasure, first by sinking ships and then by sifting through the wreckage for coins and other precious items. A dragon turtle swallows treasure for transport, then regurgitates it when it reaches its lair.
Dragon turtles dwell in caves hidden in coral reefs or beneath the seafloor, or along rugged stretches of coastline. If a choice cave is already inhabited, a dragon turtle attacks its current residents in an attempt to take over.
Mercenary Monsters. A dragon turtle is smart enough to be bribed, and pirates sailing seas patrolled by these creatures quickly learn to offer them treasure in exchange for safe passage. Clever sahuagin sometimes ally with dragon turtles, enticing them with treasure to use their blistering breath weapons in sahuagin raids against ships and coastal settlements.
Elemental Might. Dragon turtles sometimes find their way through sunken planar rifts to the Elemental Plane of Water. Those monstrous specimens can often be found in the service of marids, which strap magnificent coral thrones to the backs of dragon turtles and ride them as mounts.
Source: Monster Manual p. 119, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Dretch</name>
    <size>S</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (natural armor)</ac>
    <hp>18 (4d6+4)</hp>
    <speed>walk 20 ft.</speed>
    <str>11</str>
    <dex>11</dex>
    <con>12</con>
    <int>5</int>
    <wis>8</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>Abyssal, telepathy 60 ft. (works only with creatures that understand Abyssal)</languages>
    <cr>1/4</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dretch makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Bite|+2|1d6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage.</text>
      <attack>Claws|+2|2d4</attack>
      </action>
    <action>
        <name>Fetid Cloud (1/Day)</name>
      <text>A 10-foot radius of disgusting green gas extends out from the dretch. The gas spreads around corners, and its area is lightly obscured. It lasts for 1 minute or until a strong wind disperses it. Any creature that starts its turn in that area must succeed on a DC 11 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target can take either an action or a bonus action on its turn, not both, and can't take reactions.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 57, Curse of Strahd, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Drider</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>123 (13d10+52)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>18</con>
    <int>13</int>
    <wis>14</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +5, Stealth +9</skill>
    <passive>15</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drider has advantage on saving throws against being charmed, and magic can't put the drider to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The drider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The drider ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drider makes three attacks, either with its longsword or its longbow. It can replace one of those attacks with a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 2 (1d4) piercing damage plus 9 (2d8) poison damage.</text>
      <attack>Bite|+6|1d4</attack>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) poison damage.</text>
      <attack>Longbow|+6|1d8+3</attack>
      </action>
    <action>
        <name>Variant: Drider Spellcasting</name>
      <text>Driders that were once drow spellcasters might retain their ability to cast spells. Such driders typically have a higher spellcasting ability (15 or 16) than other driders. Further, the drider gains the Spellcasting trait. A drider that was a drow divine spellcaster, therefore, could have a Wisdom of 16 (+3) and a Spellcasting trait as follows.</text>
      <text>Spellcasting. The drider is a 7th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The drider has the following spells prepared from the cleric spell list:</text>
      <text>Cantrips (at will): poison spray, thaumaturgy</text>
      <text>1st level (4 slots): bane, detect magic, sanctuary</text>
      <text>2nd level (3 slots): hold person, silence</text>
      <text>3rd level (3 slots): clairvoyance, dispel magic</text>
      <text>4th level (2 slots): divination, freedom of movement</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drider's innate spellcasting ability is Wisdom (spell save DC 13). The drider can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire</spells>
    <description>When a drow shows great promise, Lolth summons it to the Demonweb Pits for a test of faith and strength. Those that pass the test rise higher in the Spider Queen's favor. Those that fail are transformed into driders-a horrid hybrid of a drow and a giant spider that serves as a living reminder of Lolth's power. Only drow can be turned into driders, and the power to create these creatures resides with Lolth alone.
Scarred for Life. Drow transformed into driders return to the Material Plane as twisted and debased creatures. Driven by madness, they disappear into the Underdark to become hermits and hunters, either wandering alone or leading packs of giant spiders.
On rare occasion, a drider returns to the fringes of drow society despite its curse, most often to fulfill some longstanding vow or vendetta from its former life. Drow fear and shun the driders, holding them in lower esteem than slaves. However, they tolerate the presence of these creatures as living representatives of Lolth's will, and a reminder of the fate that awaits all who fail the Spider Queen.
Source: Monster Manual p. 120, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>11</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.</text>
      <attack>Hand Crossbow|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Drow Magic Armor and Weapons</name>
      <text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
      <text>A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire</spells>
    <description>Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Variant: Drow Magic Armor and Weapons. 
------
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
• A drow priestess of Lolth wearing +3 scale mail has AC 19.
------
Source: Monster Manual p. 128, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Elite Warrior</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (studded leather armor, shield)</ac>
    <hp>71 (11d8+22)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>18</dex>
    <con>14</con>
    <int>11</int>
    <wis>13</wis>
    <cha>12</cha>
    <save>Dex +7, Con +5, Wis +4</save>
    <skill>Perception +4, Stealth +10</skill>
    <passive>14</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Shortsword|+7|1d6+4</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.</text>
      <attack>Hand Crossbow|+7|1d6+4</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The drow adds 3 to its AC against one melee attack that would hit it. To do so, the drow must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <action>
        <name>Variant: Drow Magic Armor and Weapons</name>
      <text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
      <text>A drow elite warrior wearing +2 Studded Leather Armor and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire, levitate</spells>
    <description>Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Variant: Drow Magic Armor and Weapons. 
------
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
• A drow priestess of Lolth wearing +3 scale mail has AC 19.
------
Source: Monster Manual p. 128, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Mage</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>45 (10d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>10</con>
    <int>17</int>
    <wis>13</wis>
    <cha>12</cha>
    <save></save>
    <skill>Arcana +6, Deception +4, Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Staff</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands, plus 3 (1d6) poison damage.</text>
      <attack>Staff|+2|1d6-1</attack>
      </action>
    <action>
        <name>Summon Demon (1/Day)</name>
      <text>The drow magically summons a quasit, or attempts to summon a shadow demon with a 50 chance of success. The summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The drow has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, poison spray, ray of frost</text>
      <text>• 1st level (4 slots): mage armor, magic missile, shield, witch bolt</text>
      <text>• 2nd level (3 slots): alter self, misty step, web</text>
      <text>• 3rd level (3 slots): fly, lightning bolt</text>
      <text>• 4th level (3 slots): Evard's black tentacles, greater invisibility</text>
      <text>• 5th level (2 slots): cloudkill</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>dancing lights, darkness, faerie fire, levitate, mage hand, minor illusion, poison spray, ray of frost, mage armor, magic missile, shield, witch bolt, alter self, misty step, web, fly, lightning bolt, Evard's black tentacles, greater invisibility, cloudkill</spells>
    <description>Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Variant: Drow Magic Armor and Weapons. 
------
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
• A drow priestess of Lolth wearing +3 scale mail has AC 19.
------
Source: Monster Manual p. 129, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Priestess of Lolth</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (scale mail)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>13</int>
    <wis>17</wis>
    <cha>18</cha>
    <save>Con +4, Wis +6, Cha +7</save>
    <skill>Insight +6, Perception +6, Religion +4, Stealth +5</skill>
    <passive>16</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes two scourge attacks.</text>
      </action>
    <action>
        <name>Scourge</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 17 (5d6) poison damage.</text>
      <attack>Scourge|+5|1d6+2</attack>
      </action>
    <action>
        <name>Summon Demon (1/Day)</name>
      <text>The drow attempts to magically summon a yochlol with a 30 chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <action>
        <name>Variant: Drow Magic Armor and Weapons</name>
      <text>Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.</text>
      <text>A drow priestess of lolth wearing +3 scale mail has AC 19.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 10th-level spellcaster. Her spellcasting ability is Wisdom (save DC 14, +6 to hit with spell attacks). The drow has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, poison spray, resistance, spare the dying, thaumaturgy</text>
      <text>• 1st level (4 slots): animal friendship, cure wounds, detect poison and disease, ray of sickness</text>
      <text>• 2nd level (3 slots): lesser restoration, protection from poison, web</text>
      <text>• 3rd level (3 slots): conjure animals (2 giant spiders), dispel magic</text>
      <text>• 4th level (3 slots): divination, freedom of movement</text>
      <text>• 5th level (2 slots): insect plague, mass cure wounds</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>dancing lights, darkness, faerie fire, levitate, guidance, poison spray, resistance, spare the dying, thaumaturgy, animal friendship, cure wounds, detect poison and disease, ray of sickness, lesser restoration, protection from poison, web, conjure animals, dispel magic, divination, freedom of movement, insect plague, mass cure wounds</spells>
    <description>Tens of thousands of years ago, the elves were divided, with those of benevolent disposition battling those that were selfish and cruel. The war among elvenkind ended when the good elves banished their malevolent kin to the subterranean depths. Here, in the lightless caverns and endless warrens of twisting passages, the dark elves-the drow-found refuge. They also found leadership in the only elven deity who had not forsaken them. At her command, the dark elves built an empire in the underworld.
Children of Lolth. The drow worship Lolth, a deity who resides in the Abyss. Known as the Spider Queen or the Demon Queen of Spiders, she is the figure around which the dark elves have built their subterranean civilization. Whatever she demands, the drow do. The wickedest of elves, drow are seldom seen by the surface world. Though they plot to destroy the elves that banished them, they no longer see themselves as exiles. They are the destined rulers of the darkness, and when Lolth commands them to rise up and destroy their surface-dwelling kin, they will.
Creatures of Darkness. The drow have lived underground for so long that they have evolved to their surroundings and can see in the dark. However, they can no longer stand sunlight. When slaves are in short supply in the Underdark, the drow send raiding parties to the surface to capture humanoids under cover of darkness, bringing them back to their cities to be tortured into submission. Beyond those occasional excursions, the drow are content to remain in their subterranean realm, where they feel secure and in control.
Underdark Cities. The dark elves build fantastic cities in enormous caverns where food and water are abundant. Their ability to sculpt stone rivals that of the greatest dwarf artisans, yet their structures retain a decidedly elven aesthetic. Though appearing delicate, drow settlements are structurally sound and remarkably resilient. The drow like to hollow out enormous stalagmites and stalactites, creating populated spires that rise from the floors and ceilings. A drow city is a sprawling metropolis enclosed by high walls. Non-drow visitors must conduct their business outside the walls under watchful eyes. The drow raise and keep giant spiders to help protect their cities against intruders, even as they drape those cities in beautiful webbing, creating a gossamer snare to catch flying enemies that would otherwise soar over the walls.
Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most abhorrent ways.
Arms and Armor. Drow craft weapons made of adamantine, a dark and supernaturally hard metal. Drow artisans adorn their weapons and armor with web-like filigree and spider motifs, and mages sometimes imbue items with magic to enhance their effectiveness. However, such magic fades when exposed to sunlight, so that magical drow weapons and armor rarely retain their enhancement bonuses and magical properties when brought to the surface.
Cutthroat Politics. Drow politics are cutthroat and rife with intrigue. When drow work together, it is typically to destroy a common foe and ensure their own survival, and such alliances are short lived and fraught with peril.
Drow society is divided into noble houses, each ruled by a matron who seeks to raise the prestige and power of her house above all others. Other high-ranking members of the house are blood relatives, while the middling ranks are flush with drow from weaker families that have sworn fealty to the greater house. Clinging precariously to the bottom rung of a house's social ladder are the house slaves, made up of drow of low birth and the occasional non-drow captive.
Matriarchal Rule. Lolth, through her faithful priestesses, dictates the rules of drow society, ensuring that her orders and plots are carried out. Since Lolth is prone to manifesting on the Material Plane and directly punishing those that disobey her, the drow have learned to heed what she says and do as her priestesses command.
In drow society, males are subservient to females. A male drow might lead an Underdark patrol or a raiding party to the surface, but he reports to a female drow-either the matron of his house or one of her hand-picked female subordinates. Although male drow can fill almost any function in drow society, they can't be priests, nor can they rule a house.
Poison Predilection. Distilled from spider venom and the flora of the Underdark, poison can be found in abundance among the drow, and it plays an important part in their culture and politics. Drow mages concoct a viscid toxin that leaves enemies unconscious. Drow warriors coat their blades and crossbow bolts with this venom, looking forward to the interrogation and torture that follows combat.
Variant: Drow Magic Armor and Weapons. 
------
Drow often wear magic armor and carry magic weapons that lose their enhancement bonuses permanently if they are exposed to sunlight for 1 hour or longer.
• A drow wearing a +1 chain shirt and carrying a +1 shortsword has AC 16 and a +1 bonus on attack and damage rolls with shortsword attacks.
• A drow elite warrior wearing +2 studded leather and carrying a +2 shortsword has AC 20 and a +2 bonus on attack and damage rolls with shortsword attacks.
• A drow priestess of Lolth wearing +3 scale mail has AC 19.
------
Source: Monster Manual p. 129, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Druid</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (16 with barkskin)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>12</dex>
    <con>13</con>
    <int>12</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Medicine +4, Nature +3, Perception +4</skill>
    <passive>14</passive>
    <languages>Druidic plus any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +2 to hit (+4 to hit with shillelagh), reach 5 ft., one target. 3 (1d6) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage with shillelagh or if wielded with two hands.</text>
      <attack>Quarterstaff|+2|1d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The druid is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, produce flame, shillelagh</text>
      <text>• 1st level (4 slots): entangle, longstrider, speak with animals, thunderwave</text>
      <text>• 2nd level (3 slots): animal messenger, barkskin</text>
      </trait>
    <slots>4, 3</slots>
    <spells>druidcraft, produce flame, shillelagh, entangle, longstrider, speak with animals, thunderwave, animal messenger, barkskin</spells>
    <description>Druids dwell in forests and other secluded wilderness locations, where they protect the natural world from monsters and the encroachment of civilization. Some are tribal shamans who heal the sick, pray to animal spirits, and provide spiritual guidance.
Source: Monster Manual p. 346, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dryad</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Neutral</alignment>
    <ac>11 (16 with barkskin)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>12</dex>
    <con>11</con>
    <int>14</int>
    <wis>15</wis>
    <cha>18</cha>
    <save></save>
    <skill>Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Elvish, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The dryad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Speak with Beasts and Plants</name>
      <text>The dryad can communicate with beasts and plants as if they shared a language.</text>
      </trait>
    <trait>
        <name>Tree Stride</name>
      <text>Once on her turn, the dryad can use 10 feet of her movement to step magically into one living tree within her reach and emerge from a second living tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be large or bigger.</text>
      </trait>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +2 to hit (+6 to hit with shillelagh), reach 5 ft., one target. 2 (1d4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage with shillelagh.</text>
      <attack>Club|+2|1d4</attack>
      </action>
    <action>
        <name>Fey Charm</name>
      <text>The dryad targets one humanoid or beast that she can see within 30 feet of her. If the target can see the dryad, it must succeed on a DC 14 Wisdom saving throw or be magically charmed. The charmed creature regards the dryad as a trusted friend to be heeded and protected. Although the target isn't under the dryad's control, it takes the dryad's requests or actions in the most favorable way it can.</text>
      <text>Each time the dryad or its allies do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the dryad dies, is on a different plane of existence from the target, or ends the effect as a bonus action. If a target's saving throw is successful, the target is immune to the dryad's Fey Charm for the next 24 hours.</text>
      <text>The dryad can have no more than one humanoid and up to three beasts charmed at a time.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dryad's innate spellcasting ability is Charisma (spell save DC 14). The dryad can innately cast the following spells, requiring no material components:</text>
      <text>At will: druidcraft</text>
      <text>3/day each: entangle, goodberry</text>
      <text>1/day each: barkskin, pass without trace, shillelagh</text>
      </trait>
    <spells>druidcraft, entangle, goodberry, barkskin, pass without trace, shillelagh</spells>
    <description>Travelers entering a forest might catch a glimpse of a feminine form flitting through the trees. Warm laughter hangs on the air, drawing those who hear it deeper into the emerald shadows. Treebound. Powerful fey will sometimes bind lesser fey spirits to trees, transforming them into dryads. This is sometimes done as a punishment when the fey spirit falls in love with a mortal and that love is forbidden.
A dryad can emerge from the tree and travel the lands around it, but the tree remains her home and roots her to the world. As long as the tree remains healthy and unharmed, the dryad stays forever youthful and alluring. If the tree is harmed, she suffers. If the tree is ever destroyed, the dryad descends into madness.
Reclusive Fey. Dryads act as guardians of their woodland demesnes. Shy and reclusive, they watch interlopers from the trees. A dryad struck by the beauty of a stranger might investigate more closely, perhaps even try to lure the individual away to be charmed.
Dryads work with other sylvan creatures to defend their forests. Unicorns, treants, and satyrs live alongside them, in addition to druids that share the dryads' devotion to the woods they call home.
Woodland Magic. Dryads can speak with plants and animals. They can teleport from one tree to another, luring interlopers away from their groves. If pressed, a dryad can beguile humanoids with her enchantments, turning enemies into friends. They also know a handful of useful spells.
Source: Monster Manual p. 121, Storm King's Thunder, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Duergar</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (scale mail, shield)</ac>
    <hp>26 (4d8+4)</hp>
    <speed>walk 25 ft.</speed>
    <str>14</str>
    <dex>11</dex>
    <con>14</con>
    <int>11</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>1</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Enlarge (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
      </action>
    <action>
        <name>War Pick</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage, or 11 (2d8 + 2) piercing damage while enlarged.</text>
      <attack>War Pick|+4|1d8+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage, or 9 (2d6 + 2) piercing damage while enlarged.</text>
      <attack>Javelin|+4|1d6+2</attack>
      </action>
    <action>
        <name>Invisibility (Recharges after a Short or Long Rest)</name>
      <text>The duergar magically turns invisible until it attacks, casts a spell, or uses its Enlarge, or until its concentration is broken, up to 1 hour (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <description>The tyrannical duergar, also known as gray dwarves, dwell in fantastic cities deep in the Underdark. Using ancient dwarven knowledge and myriad slaves, they work tirelessly to expand their subterranean kingdoms.
Most duergar (including females) are bald and have ashen gray skin. They wear drab clothing designed to blend in with stone, along with simple jewelry that reflects their severe and utilitarian demeanor.
Slaves to Slavers. The duergar were once dwarves, before their greed and endless delving beneath the earth brought them into contact with the mind flayers. Held in captivity for generations by the illithids, the dwarves eventually won their independence with the aid of the evil god Laduguer. Slavery had forever changed them, however, darkening their spirits to make the duergar as evil as the tyrants they had escaped. Despite winning their freedom, duergar are dour, pessimistic, untrusting creatures, always toiling and complaining, with no memory of what it means to be happy or proud. Their craftsmanship and accomplishments endure, yet they are bereft of warmth or artistry.
Duergar make war against their dwarven kin and all other subterranean races. They forge alliances when it is convenient, then break those alliances when they have nothing more to gain. They take and hold slaves to toil in the Underdark, regarding them as free labor and crude currency.
Tough as Stone. Like dwarves, duergar have strong constitutions. Adding to their physical stamina is an incredible mental fortitude resulting from their time as slaves of the illithids. A duergar's mind is a fortress, able to shrug off charms, illusions, and other spells.
Born of Darkness. The Underdark is saturated with strange magical power, which the duergar absorbed over generations of imprisonment. A duergar can increase its size and strength for a short time, becoming a powerful ogre-sized warrior. If it faces a foe it can't fight, or when spying on creatures approaching its territory, it can just as easily become invisible to slip away into the darkness. Eons spent in the Underdark also sharpened their darkvision, allowing them to see twice as far as other dwarves. This keen eyesight comes at a cost, however, as a duergar's vision is compromised by sunlight.
Infernal Master. Asmodeus, Lord of the Nine Hells, has been known to impersonate duergar gods in order to cultivate the evil brimming in the hearts of the gray dwarves. He offers them divine guidance and vengeance against their enemies while urging them on toward greater acts of tyranny, all the while concealing his true identity.
Source: Monster Manual p. 122, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Duodrone</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>12</con>
    <int>6</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Modron</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Axiomatic Mind</name>
      <text>The duodrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
      </trait>
    <trait>
        <name>Disintegration</name>
      <text>If the duodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The duodrone makes two fist attacks or two javelin attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage.</text>
      <attack>Fist|+2|1d4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage.</text>
      <attack>Javelin|+3|1d6+1</attack>
      </action>
    <action>
        <name>Variant: Rogue Modrons</name>
      <text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
      <text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
      </action>
    <description>The blocky duodrones supervise units of monodrones and can perform up to two tasks at a time.
Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.
Absolute Law and Order.  Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us."
Variant: Rogue Modrons
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.
Absolute Hierarchy.  Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.
Cogs of the Great Machine.  If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.
The Great Modron March.  When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.
Source: Monster Manual p. 225</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dust Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>17 (5d6)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>5</str>
    <dex>14</dex>
    <con>10</con>
    <int>9</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Auran, Terran</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC 10 Constitution saving throw or be blinded for 1 minute. A blinded creature can repeat the saving throw on each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Blinding Breath (Recharge 6)</name>
      <text>The mephit exhales a 15-foot cone of blinding dust. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The mephit can innately cast sleep, requiring no material components. Its innate spellcasting ability is Charisma.</text>
      <text>At will: sleep</text>
      </trait>
    <spells>sleep</spells>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 215, Princes of the Apocalypse, Tomb of Annihilation</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Eagle</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>3 (1d6)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>15</dex>
    <con>10</con>
    <int>2</int>
    <wis>14</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The eagle has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Talons|+4|1d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 322</description>
    <environment>mountain, grassland, hill, coastal</environment>
    </monster>
  <monster>
      <name>Earth Elemental</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>126 (12d10+60)</hp>
    <speed>walk 30 ft., burrow 30 ft.</speed>
    <str>20</str>
    <dex>8</dex>
    <con>20</con>
    <int>5</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Terran</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable>thunder</vulnerable>
    <conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Earth Glide</name>
      <text>The elemental can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The elemental deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elemental makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage.</text>
      <attack>Slam|+8|2d8+5</attack>
      </action>
    <description>Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 124, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Efreeti</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>200 (16d10+112)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>22</str>
    <dex>12</dex>
    <con>24</con>
    <int>16</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +7, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Ignan</languages>
    <cr>11</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Elemental Demise</name>
      <text>If the efreeti dies, its body disintegrates in a flash of fire and puff of smoke, leaving behind only equipment the djinni was wearing or carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The efreeti makes two scimitar attacks or uses its Hurl Flame twice.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 7 (2d6) fire damage.</text>
      <attack>Scimitar|+10|2d6+6</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +7 to hit, range 120 ft., one target. 17 (5d6) fire damage.</text>
      <attack>Hurl Flame|+7|5d6</attack>
      </action>
    <action>
        <name>Variant: Genie Powers</name>
      <text>Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.</text>
      <text>Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.</text>
      <text>Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.</text>
      <text>To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The efreeti's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic</text>
      <text>3/day each: enlarge/reduce, tongues</text>
      <text>1/day each: conjure elemental (fire elemental only), gaseous form, invisibility, major image, plane shift, wall of fire</text>
      </trait>
    <spells>detect magic, enlarge/reduce, tongues, conjure elemental, gaseous form, invisibility, major image, plane shift, wall of fire</spells>
    <description>Hulking genies of the Elemental Plane of Fire, the efreet are masters of flame, immune to fire and able to create it on a whim. Fine silk caftans and damask robes drape their magma-red or coal-black skin, and they bedeck themselves in brass and gold torcs, chains, and rings, all glittering with jewels. When an efreeti flies, its lower body transforms into a column of smoke and embers.
Haughty and Cruel. The efreet are deceptive, cunning, and cruel to the point of ruthlessness. They despise being forced into servitude and are relentless in pursuit of vengeance against creatures that have wronged them. Efreet don't see themselves in this light, naturally, and regard their race as fair and orderly, even as they admit to an enlightened sense of self-interest.
Spiteful Slavers. Efreet view all other creatures as enemies or potential serfs. They raid the Material Plane and the elemental planes for slaves, which they capture and bring back to their homes on the Elemental Plane of Fire. The efreet rule as oppressive tyrants, promoting only the cruelest among their slaves. Those overseers are given whips to help keep the rank-and-file slaves in line.
Planar Raiders. Most efreet reside on the Elemental Plane of Fire, either in great domed fortresses of black glass and basalt surrounded by churning lakes of fire, or in the fabled City of Brass. Additionally, efreet military outposts thronging with their minions and slaves can be found scattered throughout the planes.
On the Material Plane, efreet dwell in fiery regions such as volcanoes and the burning expanses of the world's deserts. Their love of the desert brings them into conflict with the djinn that ride the desert whirlwinds, and with the earthbound dao. Efreet utterly despise marids, with whom they have maintained a passionate conflict throughout the history of both races.
Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements.  A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled.  Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility.  Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship.  Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 145, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Elephant</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>76 (8d12+24)</hp>
    <speed>walk 40 ft.</speed>
    <str>22</str>
    <dex>9</dex>
    <con>17</con>
    <int>3</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Trampling Charge</name>
      <text>If the elephant moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the elephant can make one stomp attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 19 (3d8 + 6) piercing damage.</text>
      <attack>Gore|+8|3d8+6</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. 22 (3d10 + 6) bludgeoning damage.</text>
      <attack>Stomp|+8|3d10+6</attack>
      </action>
    <description>
Source: Monster Manual p. 322, Tomb of Annihilation</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Elk</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>13 (2d10+2)</hp>
    <speed>walk 50 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>12</con>
    <int>2</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Ram|+5|1d6+3</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one prone creature. 8 (2d4 + 3) bludgeoning damage.</text>
      <attack>Hooves|+5|2d4+3</attack>
      </action>
    <description>
Source: Monster Manual p. 322, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Empyrean</name>
    <size>H</size>
    <type>celestial (titan)</type>
    <alignment>Chaotic Good (75%) Neutral Evil (25%)</alignment>
    <ac>22 (natural armor)</ac>
    <hp>313 (19d12+190)</hp>
    <speed>walk 50 ft., fly 50 ft., swim 50 ft.</speed>
    <str>30</str>
    <dex>21</dex>
    <con>30</con>
    <int>21</int>
    <wis>22</wis>
    <cha>27</cha>
    <save>Str +17, Int +12, Wis +13, Cha +15</save>
    <skill>Insight +13, Persuasion +15</skill>
    <passive>16</passive>
    <languages>all</languages>
    <cr>23</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the empyrean fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The empyrean has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The empyrean's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 31 (6d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be stunned until the end of the empyrean's next turn.</text>
      <attack>Maul|+17|6d6+10</attack>
      </action>
    <action>
        <name>Bolt</name>
      <text>Ranged Spell Attack: +15 to hit, range 600 ft., one target. 24 (7d6) damage of one of the following types (empyrean's choice): acid, cold, fire, force, lightning, radiant, or thunder.</text>
      </action>
    <legendary>
        <text>The celestial (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial (titan) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The empyrean makes one attack.</text>
      </legendary>
    <legendary>
        <name>Bolster</name>
      <text>The empyrean bolsters all nonhostile creatures within 120 feet of it until the end of its next turn. Bolstered creatures can't be charmed or frightened, and they gain advantage on ability checks and saving throws until the end of the empyrean's next turn.</text>
      </legendary>
    <legendary>
        <name>Trembling Strike (Costs 2 Actions)</name>
      <text>The empyrean strikes the ground with its maul, triggering an earth tremor. All other creatures on the ground within 60 feet of the empyrean must succeed on a DC 25 Strength saving throw or be knocked prone.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The empyrean's innate spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: greater restoration, pass without trace, water breathing, water walk</text>
      <text>1/day each: commune, dispel evil and good, earthquake, fire storm, plane shift (self only)</text>
      </trait>
    <spells>greater restoration, pass without trace, water breathing, water walk, commune, dispel evil and good, earthquake, fire storm, plane shift</spells>
    <description>Empyreans are the celestial children of the gods of the Upper Planes. They are universally beautiful, statuesque, and self-assured.
Manifest Emotion. An empyrean can experience deity-like fits of serenity or rage. It can affect the environment around it by its mood. When an empyrean is unhappy, the clouds might cry tears of salt water, the wildflowers in surrounding meadows might wilt, dead fish might wash ashore in lakes or rivers, or a nearby forest might lose the leaves from its trees. When an empyrean is jubilant, sunlight follows it everywhere, small animals frolic in its footsteps, and birds fill the sky with their pleasing songs.
Evil Empyreans. A few empyreans have turned to evil after venturing to the Lower Planes and becoming corrupted, or as the result of being cursed by evil gods. An evil empyrean can't survive long on the Upper Planes and usually retreats to the Material Plane, where it can rule over a kingdom of mortals as an indomitable tyrant.
Immortal Titans. Empyreans don't age but can be slain. Because few empyreans can imagine their own demise, they fight fearlessly when drawn into battle, refusing to believe that the end is upon them even when standing at death's door. When an empyrean dies, its spirit returns to its home plane. There, one of the fallen empyrean's parents resurrects the empyrean unless he or she has a good reason not to.
Source: Monster Manual p. 130, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Erinyes</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>153 (18d8+72)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>16</dex>
    <con>18</con>
    <int>14</int>
    <wis>14</wis>
    <cha>18</cha>
    <save>Dex +7, Con +8, Wis +6, Cha +8</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>12</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Hellish Weapons</name>
      <text>The erinyes's weapon attacks are magical and deal an extra 13 (3d8) poison damage on a hit (included in the attacks).</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The erinyes has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The erinyes makes three attacks</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands, plus 13 (3d8) poison damage.</text>
      <attack>Longsword|+8|1d8+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 13 (3d8) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned. The poison lasts until it is removed by the lesser restoration spell or similar magic.</text>
      <attack>Longbow|+7|1d8+3</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The erinyes adds 4 to its AC against one melee attack that would hit it. To do so, the erinyes must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <action>
        <name>Variant: Rope of Entanglement</name>
      <text>Some erinyes carry a rope of entanglement (detailed in the Dungeon Master's Guide). When such an erinyes uses its Multiattack, the erinyes can use the rope in place of two of the attacks.</text>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 73, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ettercap</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>44 (8d8+8)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>13</con>
    <int>7</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +4, Survival +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The ettercap can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the ettercap knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The ettercap ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The ettercap makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage. The target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <action>
        <name>Web (Recharge 5-6)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/60 ft., one Large or smaller creature. The creature is restrained by webbing. As an action, the restrained creature can make a DC 11 Strength check, escaping from the webbing on a success. The effect ends if the webbing is destroyed. The webbing has AC 10, 5 hit points, is vulnerable to fire damage and immune to bludgeoning, poison and psychic damage.</text>
      </action>
    <action>
        <name>Variant: Web Garrote</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one Medium or Small creature against which the ettercap has advantage on the attack roll. 4 (1d4 + 2) bludgeoning damage, and the target is grappled (escape DC 12). Until this grapple ends, the target can't breathe, and the ettercap has advantage on attack rolls against it.</text>
      </action>
    <description>Ettercaps are humanoid spiders that tend, feed, and watch over spiders the way a shepherd oversees a flock of sheep. They lair deep in remote forests.
Fine strands of silk stream from glands in an ettercap's abdomen, letting it shoot sticky strands of webbing to bind, entrap, or strangle its victims. It can also use its webbing to fashion elaborate snares and nets, which often festoon its lair.
Quiet Killers. When travelers and explorers venture into an ettercap's territory, the ettercap stalks them. Some meet their end wandering blindly into traps or sections of forest enclosed by webs. Others, the ettercap garrotes with strands of web or envenoms with its poisonous bite.
Sylvan Despoilers. Though they dwell in the wilds, ettercaps have no desire to live in harmony with nature. A forest infested with ettercaps transforms into a gloomy place, choked with webs and infested with giant spiders, giant insects, and other sinister predators. Creatures that wander too far into such a wood are soon lost in a maze of webs that dangle with the bones and lost treasures of the ettercaps' victims.
Enemies of the Fey. Ettercaps are natural enemies of fey creatures. The foul creatures set web snares to catch sprites and pixies, which they hungrily devour, and will encase a dryad's tree in webbing in a vain attempt to trap the dryad. Otherwise timid fey will sometimes approach outsiders for help in dealing with an ettercap infestation, being ill-equipped to deal with the malevolent creatures themselves.
Source: Monster Manual p. 131, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Ettin</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>85 (10d10+30)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>8</dex>
    <con>17</con>
    <int>6</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Giant, Orc</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Two Heads</name>
      <text>The ettin has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
      </trait>
    <trait>
        <name>Wakeful</name>
      <text>When one of the ettin's heads is asleep, its other head is awake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The ettin makes two attacks: one with its battleaxe and one with its morningstar.</text>
      </action>
    <action>
        <name>Battleaxe</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.</text>
      <attack>Battleaxe|+7|2d8+5</attack>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.</text>
      <attack>Morningstar|+7|2d8+5</attack>
      </action>
    <description>An ettin is a foul, two-headed giant with the crude characteristics of an orc. It never bathes if it can help it, and its thick skin is usually encrusted with a thick layer of dirt and grime beneath the stinking hides it wears. Its long stringy hair hangs in an unkempt mess about its faces, and its breath reeks from mouths filled with crooked teeth and tusks.
Dual Personality. The twin heads of an ettin are two individuals trapped in the same brutish body. Each head has its own mind, personality, and name, and possesses unique preferences and quirks. Bound from birth, both minds only rarely experience privacy or solitude. This familiarity breeds contempt, and an ettin bullies and argues with itself constantly, its two heads each taking constant offense at the other's slights.
When other creatures refer to an ettin, they combine its double names to form a single compound name that applies to the creature as a whole. If an ettin has one head named Hargle and another named Vargle, other creatures call the ettin Harglevargle.
Solitary Lives. As much as an ettin argues with itself, it is even less tolerant of other ettins, since a conversation between two ettins almost always amounts to a shouting match between a crowd of four belligerent heads. Most ettins are solitary creatures as a result, tolerating one another only to reproduce.
An ettin's twin heads are always the same gender, with a body to match.
Females are the dominant gender among ettins, and they initiate the ettins' mating rituals. After finding a suitable den, a female ettin hunts and conquers a male, which cares for and feeds her during her six-month pregnancy. Once the child is born, the male ettin is released from servitude. When the child is old enough to hunt for itself, the mother sends it away and abandons the den.
Two Heads are Better than One. When focused on a mutually beneficial purpose or united by a common threat, an ettin can resolve its personality differences and dedicate itself fully to a task. An ettin fights with a weapon in each hand, making twin attacks directed by its respective heads. When an ettin sleeps, one of its heads remains ever alert, gaining its only moments of privacy and keeping two eyes open for any creature that disturbs its precious solitude.
Orcish Ties. In ancient dialects of Common, the word "ettin" translates as "ugly giant." Legends tell of orcs that once stumbled upon a temple to Demogorgon, the magic of which transformed them into giant mockeries of the twin-headed Prince of Demons. Driven to near madness, these creatures scattered into the wilderness to become the first ettins.
Whatever the truth of the ettins' origin, orcs treat them as distant cousins, and orc tribes often entice ettins to serve as guards, scouts, and marauders. An ettin isn't particularly loyal to its orc handlers, but the orcs can win it over with the promise of food and loot.
Source: Monster Manual p. 132, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark, mountain, hill</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Blue)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion</text>
      </trait>
    <spells>color spray, dancing lights, mage hand, major image, minor illusion, mirror image, suggestion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Green)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion</text>
      </trait>
    <spells>color spray, dancing lights, mage hand, minor illusion, mirror image, suggestion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133, Tomb of Annihilation</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Indigo)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion</text>
      </trait>
    <spells>color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, suggestion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Orange)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, mage hand, minor illusion</text>
      </trait>
    <spells>color spray, dancing lights, mage hand, minor illusion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Red)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: dancing lights, mage hand, minor illusion</text>
      </trait>
    <spells>dancing lights, mage hand, minor illusion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Violet)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion</text>
      </trait>
    <spells>color spray, dancing lights, hallucinatory terrain, mage hand, major image, minor illusion, mirror image, polymorph, suggestion</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Faerie Dragon (Yellow)</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>15</ac>
    <hp>14 (4d4+4)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>20</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Arcana +4, Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages>Draconic, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>The Colors of Age</name>
      <text>A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.</text>
      <text>Red—5 years or less</text>
      <text>Orange—6–10 years</text>
      <text>Yellow—11–20 years</text>
      <text>Green—21–30 years</text>
      <text>Blue—31–40 years</text>
      <text>Indigo—41–50 years</text>
      <text>Violet—51 years or more</text>
      <text>A green or older faerie dragon's CR increases to 2.</text>
      </trait>
    <trait>
        <name>Superior Invisibility</name>
      <text>As a bonus action, the dragon can magically turn invisible until its concentration ends (as if concentrating on a spell). Any equipment the dragon wears or carries is invisible with it.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>Using telepathy, the dragon can magically communicate with any other faerie dragon within 60 feet of it.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The faerie dragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <action>
        <name>Euphoria Breath (Recharge 5-6)</name>
      <text>The dragon exhales a puff of euphoria gas at one creature within 5 feet of it. The target must succeed on a DC 11 Wisdom saving throw, or for 1 minute, the target can't take reactions and must roll a d6 at the start of each of its turns to determine its behavior during the turn:</text>
      <text>1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.</text>
      <text>5–6. The target doesn't move, and the only thing it can do on its turn is make a DC 11 Wisdom saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dragon's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast a number of spells, requiring no material components:</text>
      <text>1/day each: color spray, dancing lights, mage hand, minor illusion, mirror image</text>
      </trait>
    <spells>color spray, dancing lights, mage hand, minor illusion, mirror image</spells>
    <description>A faerie dragon is a cat-sized dragon with butterfly wings. It wears a sharp-toothed grin and expresses its delight by the twitching of its tail, its merriment fading only if it is attacked.
Invisible Tricksters. The only warning of a faerie dragon's presence is a stifled giggle. The dragon stays out of sight, watching invisibly as its victims contend with its pranks. When its fun is done, the dragon might reveal itself, depending on the disposition of its "prey."
Friendly and Bright. A faerie dragon has a sharp mind, a fondness for treasure and good company, and a puckish sense of humor. Travelers can play to a faerie dragon's draconic nature by offering it "treasure" in the form of sweets, baked goods, and baubles in exchange for information or safe passage through its territory.
The Colors of Age. A faerie dragon's scales change hue as it ages, moving through all the colors of the rainbow. All faerie dragons have innate spellcasting ability, gaining new spells as they mature.
Dragon Color | Age Range
Red | 5 years or less
Orange | 6–10 years
Yellow | 11–20 years
Green | 21–30 years
Blue | 31–40 years
Indigo | 41–50 years
Violet | 51 years or more

CR 1 (200 XP) For a red, orange, or yellow faerie dragon; 2 (450 XP) for a green, blue, indigo, or violet faerie dragon
Source: Monster Manual p. 133</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Fire Elemental</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>13</ac>
    <hp>102 (12d10+36)</hp>
    <speed>walk 50 ft.</speed>
    <str>10</str>
    <dex>17</dex>
    <con>16</con>
    <int>6</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Ignan</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fire Form</name>
      <text>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 5 (1d10) 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 5 (1d10) fire damage and catches fire; until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The elemental sheds bright light in a 30-foot radius and dim light in an additional 30 ft..</text>
      </trait>
    <trait>
        <name>Water Susceptibility</name>
      <text>For every 5 feet the elemental moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elemental makes two touch attacks.</text>
      </action>
    <action>
        <name>Touch</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</text>
      <attack>Touch|+6|2d6+3</attack>
      </action>
    <description>Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Fire Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>162 (13d12+78)</hp>
    <speed>walk 30 ft.</speed>
    <str>25</str>
    <dex>9</dex>
    <con>23</con>
    <int>10</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Dex +3, Con +10, Cha +5</save>
    <skill>Athletics +11, Perception +6</skill>
    <passive>16</passive>
    <languages>Giant</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 28 (6d6 + 7) slashing damage.</text>
      <attack>Greatsword|+11|6d6+7</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage.</text>
      <attack>Rock|+11|4d10+7</attack>
      </action>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult fire giants are trained to lay siege to strongholds and break through enemy lines. These abilities are represented by the following traits.</text>
      <text>Siege Monster. The giant deals double damage to objects and structures.</text>
      <text>Tackle. When the giant enters any enemy's space for the first time on a turn, the enemy must succeed on a DC 19 Strength saving throw or be knocked prone.</text>
      </action>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 154, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underdark, mountain</environment>
    </monster>
  <monster>
      <name>Fire Snake</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>14</dex>
    <con>11</con>
    <int>7</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Ignan but can't speak</languages>
    <cr>1</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire</immune>
    <vulnerable>cold</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the snake or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The snake makes two attacks: one with its bite and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 3 (1d6) fire damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage plus 3 (1d6) fire damage.</text>
      <attack>Tail|+3|1d4+1</attack>
      </action>
    <description>Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.
Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.
Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year.
Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.
Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants.
The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves.
Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.
As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure.
Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.
This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat.
Source: Monster Manual p. 265, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Flameskull</name>
    <size>T</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>40 (9d4+18)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>1</str>
    <dex>17</dex>
    <con>14</con>
    <int>16</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Arcana +5, Perception +2</skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>4</cr>
    <resist>lightning, necrotic, piercing</resist>
    <immune>cold, fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>The flameskull sheds either dim light in a 15-foot radius, or bright light in a 15-foot radius and dim light for an additional 15 feet. It can switch between the options as an action.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The flameskull has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>If the flameskull is destroyed, it regains all its hit points in 1 hour unless holy water is sprinkled on its remains or a dispel magic or remove curse spell is cast on them.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The flameskull uses Fire Ray twice.</text>
      </action>
    <action>
        <name>Fire Ray</name>
      <text>Ranged Spell Attack: +5 to hit, range 30 ft., one target. 10 (3d6) fire damage.</text>
      <attack>Fire Ray|+5|3d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The flameskull is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no somatic or material components to cast its spells. The flameskull has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand</text>
      <text>• 1st level (3 slots): magic missile, shield</text>
      <text>• 2nd level (2 slots): blur, flaming sphere</text>
      <text>• 3rd level (1 slots): fireball</text>
      </trait>
    <slots>3, 2, 1</slots>
    <spells>mage hand, magic missile, shield, blur, flaming sphere, fireball</spells>
    <description>Blazing green flames and mad, echoing laughter follow a disembodied skull as it patrols its demesne. When the undead flameskull discovers trespassers, it blasts the intruders with fiery rays from its eyes and dreadful spells called up from the dark recesses of its memory.
Dark spellcasters fashion flameskulls from the remains of dead wizards. When the ritual is complete, green flames erupt from the skull to complete its ghastly transformation.
Legacy of Life. A flameskull only dimly recalls its former life. Though it might speak in its old voice and recount key events from its past, it is but an echo of its former self. However, its undead transformation grants it full access to the magic it wielded in life, letting it cast spells while ignoring the material and somatic components it can no longer employ.
Eternally Bound. Intelligent and vigilant, a flameskull serves its creator by protecting a hidden treasure hoard, a secret chamber, or a specific individual. A flameskull carries out the directives given to it when it was created, and it interprets those commands to the letter. A flameskull's master must craft its instructions with care to ensure that the creature carries out its tasks properly.
Wreathed in Flame.  The fire wreathing a flameskull burns continually, giving off bright light that the creature controls. It uses those flames as a weapon, focusing them to loose them as fiery rays from its eye sockets.
Eldritch Rejuvenation. A flameskull's shattered fragments reform unless they are splashed with holy water or subjected to a dispel magic or remove curse spell. If it can no longer fulfill its intended purpose, the re-formed flameskull is beholden to no one and becomes autonomous.
Undead Nature. A flameskull doesn't require air, food, drink, or sleep
Source: Monster Manual p. 134, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Flesh Golem</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>9</ac>
    <hp>93 (11d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>9</dex>
    <con>18</con>
    <int>6</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Berserk</name>
      <text>Whenever the golem starts its turn with 40 hit points or fewer, roll a d6. On a 6, the golem goes berserk. On each of its turns while berserk, the golem attacks the nearest creature it can see. If no creature is near enough to move to and attack, the golem attacks an object, with preference for an object smaller than itself. Once the golem goes berserk, it continues to do so until it is destroyed or regains all its hit points.</text>
      <text>The golem's creator, if within 60 feet of the berserk golem, can try to calm it by speaking firmly and persuasively. The golem must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the golem ceases being berserk. If it takes damage while still at 40 hit points or fewer, the golem might go berserk again.</text>
      </trait>
    <trait>
        <name>Aversion of Fire</name>
      <text>If the golem takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Lightning Absorption</name>
      <text>Whenever the golem is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <description>A flesh golem is a grisly assortment of humanoid body parts stitched and bolted together into a muscled brute imbued with formidable strength. Its brain is capable of simple reason, though its thoughts are no more sophisticated than those of a young child. The golem's muscle tissue responds to the power of lightning, invigorating the creature with vitality and strength. Powerful enchantments protect the golem's skin, deflecting spells and all but the most potent weapons.
A flesh golem lurches with a stiff-jointed gait, as if not in complete control of its body. Its dead flesh isn't an ideal container for an elemental spirit, which sometimes howls incoherently to vent its outrage. If the spirit breaks free of its creator's will, the golem goes berserk until calmed, or until its shell of flesh is destroyed or completely healed.
Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.
To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.
Elemental Spirit in Material Form.  The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.
A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Ageless Guardians.  Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
Constructed Nature.  A golem doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 169, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Flumph</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Lawful Good</alignment>
    <ac>12</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 5 ft., fly 30 ft.</speed>
    <str>6</str>
    <dex>15</dex>
    <con>10</con>
    <int>14</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Arcana +4, History +4, Religion +4</skill>
    <passive>12</passive>
    <languages>understands Undercommon but can't speak, telepathy 60 ft.</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>psychic</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Advanced Telepathy</name>
      <text>The flumph can perceive the content of any telepathic communication used within 60 feet of it, and it can't be surprised by creatures with any form of telepathy.</text>
      </trait>
    <trait>
        <name>Prone Deficiency</name>
      <text>If the flumph is knocked prone, roll a die. On an odd result, the flumph lands upside-down and is incapacitated. At the end of each of its turns, the flumph can make a DC 10 Dexterity saving throw, righting itself and ending the incapacitated condition if it succeeds.</text>
      </trait>
    <trait>
        <name>Telepathic Shroud</name>
      <text>The flumph is immune to any effect that would sense its emotions or read its thoughts, as well as all divination spells.</text>
      </trait>
    <action>
        <name>Tendrils</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 2 (1d4) acid damage. At the end of each of its turns, the target must make a DC 10 Constitution saving throw, taking 2 (1d4) acid damage on a failure or ending the recurring acid damage on a success. A lesser restoration spell cast on the target also ends the recurring acid damage.</text>
      <attack>Tendrils|+4|1d4+2</attack>
      <attack>Tendrils||1d4</attack>
      </action>
    <action>
        <name>Stench Spray (1/Day)</name>
      <text>Each creature in a 15-foot cone originating from the flumph must succeed on a DC 10 Dexterity saving throw or be coated in a foul-smelling liquid. A coated creature exudes a horrible stench for 1d4 hours. The coated creature is poisoned as long as the stench lasts, and other creatures are poisoned while with in 5 feet of the coated creature. A creature can remove the stench on itself by using a short rest to bathe in water, alcohol, or vinegar.</text>
      </action>
    <description>The mysterious flumphs drift through the Underdark, propelled through the air by the jets whose sound gives them their name. A flumph glows faintly, reflecting its moods in its color. Soft pink means it is amused, deep blue is sadness, green expresses curiosity, and crimson is anger.
Intelligent and Wise. Flumphs communicate telepathically. Though they resemble jellyfish, flumphs are sentient beings of great intelligence and wisdom, possessing advanced knowledge of religion, philosophy, mathematics, and countless other subjects.
Flumphs are sensitive to the emotional states of nearby creatures. If a creature's thoughts suggest goodness, a flumph seeks that creature out. When facing creatures that exude evil, a flumph flees.
Psionic Siphons. Flumphs feed by siphoning mental energy from psionic creatures, and they can be found lurking near communities of mind flayers, aboleths, githyanki, and githzerai. As passive parasites, they take only the mental energy they need, and most creatures feel no loss or discomfort from such feeding.
Consuming psionic energy reveals the thoughts and emotions of the creatures on which the flumphs feed. Since so many of those creatures are evil, flumphs are often subjected to thoughts, emotions, and hungers that sicken their pure nature. When flumphs encounter good-hearted adventurers, they eagerly share the dark secrets they have learned in the hopes of casting down their evil sources of energy, even if doing so means they must seek out new sources of nourishment.
Flumph Society. Flumphs live in complex and organized groups called cloisters, within which each flumph has a place and purpose. These harmonious groupings have no need for leaders, since all flumphs contribute in their own way
Source: Monster Manual p. 135, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Flying Snake</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14</ac>
    <hp>5 (2d4)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>4</str>
    <dex>18</dex>
    <con>11</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 1 piercing damage plus 7 (3d4) poison damage.</text>
      <attack>Bite|+6|3d4</attack>
      </action>
    <description>A flying snake is a brightly colored, winged serpent found in remote jungles. Tribespeople and cultists sometimes domesticate flying snakes to serve as messengers that deliver scrolls wrapped in their coils.
Source: Monster Manual p. 322, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, urban, desert</environment>
    </monster>
  <monster>
      <name>Flying Sword</name>
    <size>S</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>17 (5d6)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>11</con>
    <int>1</int>
    <wis>5</wis>
    <cha>1</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>7</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The sword is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the sword must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the sword remains motionless and isn't flying, it is indistinguishable from a normal sword.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Longsword|+3|1d8+1</attack>
      </action>
    <description>Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature. An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Flying Sword. A flying sword dances through the air, fighting with the confidence of a warrior that can't be injured. Swords are the most common weapons animated with magic. Axes, clubs, daggers, maces, spears, and even self-loading crossbows are also known to exist in animated object form.
Source: Monster Manual p. 20, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fomorian</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>149 (13d12+65)</hp>
    <speed>walk 30 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>20</con>
    <int>9</int>
    <wis>14</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +8, Stealth +3</skill>
    <passive>18</passive>
    <languages>Giant, Undercommon</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The fomorian attacks twice with its greatclub or makes one greatclub attack and uses Evil Eye once.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Greatclub|+9|3d8+6</attack>
      </action>
    <action>
        <name>Evil Eye</name>
      <text>The fomorian magically forces a creature it can see within 60 feet of it to make a DC 14 Charisma saving throw. The creature takes 27 (6d8) psychic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Evil Eye||6d8</attack>
      </action>
    <action>
        <name>Curse of the Evil Eye (Recharges after a Short or Long Rest)</name>
      <text>With a stare, the fomorian uses Evil Eye, but on a failed save, the creature is also cursed with magical deformities. While deformed, the creature has its speed halved and has disadvantage on ability checks, saving throws, and attacks based on Strength or Dexterity.</text>
      <text>The transformed creature can repeat the saving throw whenever it finishes a long rest, ending the effect on a success.</text>
      </action>
    <description>The most hideous and wicked of all giantkind are the godless fomorians, whose deformed bodies reflect their vile demeanors. Some have facial features randomly distributed around their misshapen, warty heads. Others have limbs of grossly different sizes and shapes, or emit terrible howls each time they draw breath through misshapen mouths. Their wretched appearance rarely evokes sympathy, however, for the fomorians brought their doom upon themselves with the evil that rules their hearts and minds.
Fey Curse. The elves remember when the fomorians were among the most handsome of races, possessed of brilliant minds and unrivaled magical ability. That physical perfection did not extend to their hearts, however, as a lust for magic and power consumed them. The fomorians sought to conquer the Feywild and enslave its inhabitants, claiming those creatures' magic for themselves. When the fey united to defend their realm, the fomorians fought them and were subjected to a terrible curse.
One by one, the giants fell as their bodies were warped to reflect the evil in their hearts. Stripped of their grace and magical power, the wretched horrors fled from the light, delving deep beneath the world to nurse their hatred. Cursing their fate, they have ever after plotted vengeance against the fey that wronged them.
Giants of the Underdark. The fomorians dwell in eerily beautiful caverns in the Underdark, rarely venturing to the surface. Their lairs feature abundant access to water, fish, and mushroom forests, as well as to the creatures whose slave labor keeps the fomorians fed. When those slaves can no longer toil, they are slain and devoured. Wickedness and depravity are the cornerstones of fomorian society, in which the strongest and cruelest giants rule. Fomorians mark their territories with the corpses of their enemies, painting their cavern walls with blood or stitching together limbs and body parts to make mockeries of the creatures they have killed.
Ruined Flesh, Evil Minds.  The deformities visited on the fomorians prevent them from hurling rocks like their giant kin, or wearing anything more than scraps of cloth. However, the grotesque positioning of their eyes, noses, and ears gives fomorians keen perceptive abilities, making it hard to surprise or ambush them. The greed and evil of the fomorians lies at the heart of their degeneration and fall, and continues to plague them. Fomorians make alliances with other creatures when it suits them, but they are disloyal by nature and betray their allies on a whim.
Curse of the Evil Eye. Fomorians can pass their curse onto others using a power called the evil eye-a last vestige of the giants' once-remarkable spellcasting ability. A creature cursed by a fomorian's evil eye is magically twisted and deformed, gaining a glimpse into the pain and malice that has consumed this evil race.
Source: Monster Manual p. 136, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Frog</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 20 ft., swim 20 ft.</speed>
    <str>1</str>
    <dex>13</dex>
    <con>8</con>
    <int>1</int>
    <wis>8</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +1, Stealth +3</skill>
    <passive>11</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The frog can breathe air and water</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.</text>
      </trait>
    <description>A frog has no effective attacks. It feeds on small insects and typically dwells near water, in trees, or underground. The frog's statistics can also be used to represent a toad.
Source: Monster Manual p. 322, Tomb of Annihilation</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Frost Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (patchwork armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>9</dex>
    <con>21</con>
    <int>9</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Con +8, Wis +3, Cha +4</save>
    <skill>Athletics +9, Perception +3</skill>
    <passive>13</passive>
    <languages>Giant</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greataxe attacks.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 25 (3d12 + 6) slashing damage.</text>
      <attack>Greataxe|+9|3d12+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+9|4d10+6</attack>
      </action>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult frost giants are skilled hunters who construct and hurl nets weighted down with fragments of metal or bone. This ability is represented by the following action option.</text>
      <text>Weighted Net. Ranged Weapon Attack: +5 to hit, ranged 20/60 ft., one Small, Medium, or Large creature. The target is restrained until it escapes the net. Any creature can use its action to make a DC 17 Strength check to free itself or another creature in the net, ending the effect on a success. Dealing 15 slashing damage to the net (AC 12) destroys the net and frees the target.</text>
      </action>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 155, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, arctic</environment>
    </monster>
  <monster>
      <name>Galeb Duhr</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>85 (9d8+45)</hp>
    <speed>walk 15 ft.</speed>
    <str>20</str>
    <dex>14</dex>
    <con>20</con>
    <int>11</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Terran</languages>
    <cr>6</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the galeb duhr remains motionless, it is indistinguishable from a normal boulder.</text>
      </trait>
    <trait>
        <name>Rolling Charge</name>
      <text>If the galeb duhr rolls at least 20 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
      <attack>Slam|+8|2d6+5</attack>
      </action>
    <action>
        <name>Animate Boulders (1/Day)</name>
      <text>The galeb duhr magically animates up to two boulders it can see within 60 feet of it. A boulder has statistics like those of a galeb duhr, except it has Intelligence 1 and Charisma 1, it can't be charmed or frightened, and it lacks this action option. A boulder remains animated as long as the galeb duhr maintains concentration, up to 1 minute (as if concentrating on a spell).</text>
      </action>
    <description>The galeb duhr is a boulder-like creature with stumpy appendages that act as arms and legs. It has the ability to animate the rocks and boulders around it, and is thus usually encountered in rocky terrain.
Powerful magic allows a spellcaster to summon a galeb duhr from the Plane of Earth. Some galeb duhr also form naturally in places touched by that plane. The galeb duhr is imbued with greater intelligence than most elementals, allowing it to better assess threats and to communicate with creatures entering its guarded area.
Stone Guardian. A galeb duhr doesn't age or require sustenance, making it an excellent sentinel. A powerful druid might charge a galeb duhr with protecting a stone circle or sacred hilltop. Another galeb duhr might be created to guard an underground tomb or a wizard's tower. When it chooses to, the galeb duhr can make itself look like an ordinary boulder, remaining perfectly still for years at a time.
A galeb duhr is permanently bound to the Material Plane, so that when it dies, it doesn't return to the Plane of Earth. It has an excellent memory and is more than happy to share information regarding its environment with creatures it doesn't regard as threats.
Stone Connection. A galeb duhr can become one with the earth around it, allowing it to imbue nearby rocks and boulders with a semblance of life. The galeb duhr uses its animated boulders to frighten away interlopers and defend whatever it has been charged to protect. When it needs to move close to those intruders, it presses its limbs tight to its body and rolls forward at a furious pace.
Source: Monster Manual p. 139, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Tasha's Cauldron of Everything</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Gargoyle</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>11</dex>
    <con>16</con>
    <int>6</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Terran</languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the gargoyle remains motionless, it is indistinguishable from an inanimate statue.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gargoyle makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+4|1d6+2</attack>
      </action>
    <description>The inanimate gargoyles that perch atop great buildings are inspired by these malevolent creatures of elemental earth that resemble grotesque, fiendish statues. A gargoyle lurks among masonry and ruins, as still as any stone sculpture, and delights in the terror it creates when it breaks from its suspended pose, as well as the pain it inflicts on its victims.
Animate Stone. Gargoyles cling to rocky cliffs and mountains, or roost on ledges in underground caves. They haunt city rooftops, perching vulture-like among the high stone arches and buttresses of castles and cathedrals, and they can hold themselves so still that they appear inanimate. Able to maintain this state for years, a gargoyle makes an ideal sentry.
Deadly Reputation. Gargoyles have a reputation for cruelty. Statues carved into the likenesses of gargoyles appear in the architecture of countless cultures to frighten away trespassers. Although such sculptures are only decorative, real gargoyles can hide among them to ambush unsuspecting victims. A gargoyle might alleviate the tedium of its watch by catching and tormenting birds or rodents, but its long wait only increases its craving for harming sentient creatures.
Cruel Servants. Gargoyles are easily inspired by the cunning of an intelligent master. They enjoy simple tasks such as guarding a master's home, torturing and killing interlopers, and anything else that involves minimum effort and maximum pain and carnage.
Gargoyles sometimes serve demons for their propensity for wanton chaos and destruction. Powerful spellcasters can also easily enlist gargoyle guardians to keep watch over their gates and walls. Gargoyles have the patience and fortitude of stone, and will serve even the cruelest master for years without complaint. Elemental Nature. A gargoyle doesn't require air, food, drink, or sleep.
Shards of Elemental Evil. As Ogrémoch, the evil Prince of Elemental Earth, treads his stony realm, it leaves shards of broken rock in his wake. Imbued with slivers of sentience, these shards thrum with the essence of the elemental prince, growing over long years into vaguely humanoid rock formations that resolve at last into the hard, cruel shapes of gargoyles.
Ogrémoch doesn't create gargoyles deliberately, but they are a physical manifestation of his evil. Gargoyles are mockeries of the elemental air that Ogrémoch despises. They are heavy creatures of living stone, yet capable of flight. Like their creator, they possess a fundamental hatred for beings of elemental air, aarakocra in particular, and relish every opportunity to destroy such creatures.
On their home plane, gargoyles carve out earth motes that Ogrémoch hurtles into Aaqa, the domain of the aarakocra and the benevolent Wind Dukes the bird folk serve in the Elemental Plane of Air.
Source: Monster Manual p. 140, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Gas Spore</name>
    <size>L</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>5</ac>
    <hp>1 (1d10-4)</hp>
    <speed>walk 0 ft., fly 10 ft.</speed>
    <str>5</str>
    <dex>1</dex>
    <con>3</con>
    <int>1</int>
    <wis>1</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>5</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened, frightened, paralyzed, poisoned, prone</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Death Burst</name>
      <text>The gas spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.</text>
      <text>Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny gas spores that grow to full size in 7 days.</text>
      </trait>
    <trait>
        <name>Eerie Resemblance</name>
      <text>The gas spore resembles a beholder. A creature that can see the gas spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.</text>
      </trait>
    <action>
        <name>Touch</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.</text>
      </action>
    <description>The first gas spores are thought to have been spawned from dead beholders, whose moldering corpses fed a parasitic fungus with aberrant magic. Having long since adapted into a unique plant creature, a gas spore grows quickly and purposefully out of any corpse, creating a malevolent-looking mockery of the most feared denizen of the Underdark.
Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.
Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.
Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.
Eye Tyrant's Form. A gas spore is a spherical, balloon-like fungus that resembles a beholder from a distance, though its true nature becomes increasingly obvious as one approaches it. The monster possesses a blind central "eye" and rhizome growths sprouting from its upper surface, superficially resembling a beholder's eyestalks.
Death Burst. A gas spore is a hollow shell filled with a lighter-than-air gas that enables it to float as a beholder does. Piercing the shell with even the weakest attack causes the creature to burst apart, releasing a cloud of deadly spores. A creature that inhales the spores becomes host to them, and is often dead within a day. Its corpse then becomes the spawning ground from which new gas spores arise.
Beholder Memories. A gas spore that sprouts from a beholder's corpse sometimes carries within it memories of its deceased parent. When the gas spore explodes, its deadly spores cast those memories adrift. Any creature that inhales the spores and survives inherits one or more of the beholder's fragmented memories, and might gain useful information about the beholder's former lair and other nearby places and creatures of interest.
Source: Monster Manual p. 138, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Gelatinous Cube</name>
    <size>L</size>
    <type>ooze</type>
    <alignment>Unaligned</alignment>
    <ac>6</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 15 ft.</speed>
    <str>14</str>
    <dex>3</dex>
    <con>20</con>
    <int>1</int>
    <wis>6</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Ooze Cube</name>
      <text>The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cube's Engulf and has disadvantage on the saving throw.</text>
      <text>Creatures inside the cube can be seen but have total cover.</text>
      <text>A creature within 5 feet of the cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 Strength check, and the creature making the attempt takes 10 (3d6) acid damage.</text>
      <text>The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.</text>
      </trait>
    <trait>
        <name>Transparent</name>
      <text>Even when the cube is in plain sight, it takes a successful DC 15 Wisdom (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) acid damage.</text>
      <attack>Pseudopod|+4|3d6</attack>
      </action>
    <action>
        <name>Engulf</name>
      <text>The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 Dexterity saving throw.</text>
      <text>On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw.</text>
      <text>On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns. When the cube moves, the engulfed creature moves with it.</text>
      <text>An engulfed creature can try to escape by taking an action to make a DC 12 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.</text>
      </action>
    <description>Gelatinous cubes scour dungeon passages in silent, predictable patterns, leaving perfectly clean paths in their wake. They consume living tissue while leaving bones and other materials undissolved.
A gelatinous cube is all but transparent, making it hard to spot until it attacks. A cube that is well fed can be easier to spot, since its victims' bones, coins, and other objects can be seen suspended inside the creature.
Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Slow Death.  An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.
Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.
Unwitting Servants.  Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.
Spawn of Juiblex.  According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.
Ooze Nature.  An ooze doesn't require sleep.
Source: Monster Manual p. 242, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Ghast</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>17</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>2</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Stench</name>
      <text>Any creature that starts its turn within 5 feet of the ghast must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the ghast's Stench for 24 hours.</text>
      </trait>
    <trait>
        <name>Turn Defiance</name>
      <text>The ghast and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 12 (2d8 + 3) piercing damage.</text>
      <attack>Bite|+3|2d8+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+5|2d6+3</attack>
      </action>
    <description>Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Source: Monster Manual p. 148, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark, swamp, urban</environment>
    </monster>
  <monster>
      <name>Ghost</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>11</ac>
    <hp>45 (10d8)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>7</str>
    <dex>13</dex>
    <con>10</con>
    <int>10</int>
    <wis>12</wis>
    <cha>17</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>any languages it knew in life</languages>
    <cr>4</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Sight</name>
      <text>The ghost can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Withering Touch</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 17 (4d6 + 3) necrotic damage.</text>
      <attack>Withering Touch|+5|4d6+3</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.</text>
      </action>
    <action>
        <name>Horrifying Visage</name>
      <text>Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 x 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a  greater restoration spell, but only within 24 hours of it occurring.</text>
      </action>
    <action>
        <name>Possession (Recharge 6)</name>
      <text>One humanoid that the ghost can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ghost; the ghost then disappears, and the target is incapacitated and loses control of its body. The ghost now controls the body but doesn't deprive the target of awareness. The ghost can't be targeted by any attack, spell, or other effect, except ones that turn undead, and it retains its alignment, Intelligence, Wisdom, Charisma, and immunity to being charmed and frightened. It otherwise uses the possessed target's statistics, but doesn't gain access to the target's knowledge, class features, or proficiencies.</text>
      <text>The possession lasts until the body drops to 0 hit points, the ghost ends it as a bonus action, or the ghost is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost's Possession for 24 hours after succeeding on the saving throw or after the possession ends.</text>
      </action>
    <description>A ghost is the soul of a once-living creature, bound to haunt a specific location, creature, or object that held significance to it in its life.
Unfinished Business. A ghost yearns to complete some unresolved task from its life. It might seek to avenge its own death, fulfill an oath, or relay a message to a loved one. A ghost might not realize that it has died and continue the everyday routine of its life. Others are driven by wickedness or spite, as with a ghost that refuses to rest until every member of a certain family or organization is dead.
The surest way to rid an area of a ghost is to resolve its unfinished business. A ghost can be destroyed more easily by invoking a weakness tied to its former life. The ghost of a person tortured to death might be killed again by the implements of that torture. The ghost of a gardener might become more vulnerable when exposed to a potent floral fragrance.
Ghostly Manifestations. Sensations of profound sadness, loneliness, and unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench might seep into the area, inanimate objects might move of their own accord, and corpses might rise from the grave. The ghost has no control over these manifestations; they simply occur.
Undead Nature. A ghost doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 147, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Ghoul</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>15</dex>
    <con>10</con>
    <int>7</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 9 (2d6 + 2) piercing damage.</text>
      <attack>Bite|+2|2d6+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <description>Ghouls roam the night in packs, driven by an insatiable hunger for humanoid flesh.
Devourers of Flesh. Like maggots or carrion beetles, ghouls thrive in places rank with decay and death. A ghoul haunts a place where it can gorge on dead flesh and decomposing organs. When it can't feed on the dead, it pursues living creatures and attempts to make corpses of them. Though they gain no nourishment from the corpses they devour, ghouls are driven by an unending hunger that compels them to consume. A ghoul's undead flesh never rots, and this monster can persist in a crypt or tomb for untold ages without feeding.
Abyssal Origins. Ghouls trace their origins to the Abyss. Doresain, the first of their kind, was an elf worshiper of Orcus. Turning against his own people, he feasted on humanoid flesh to honor the Demon Prince of Undeath. As a reward for his service, Orcus transformed Doresain into the first ghoul. Doresain served Orcus faithfully in the Abyss, creating ghouls from the demon lord's other servants until an incursion by Yeenoghu, the demonic Gnoll Lord, robbed Doresain of his abyssal domain. When Orcus would not intervene on his behalf, Doresain turned to the elf gods for salvation, and they took pity on him and helped him escape certain destruction. Since then, elves have been immune to the ghouls' paralytic touch.
Ghasts. Orcus sometimes infuses a ghoul with a stronger dose of abyssal energy, making a ghast. Whereas ghouls are little more than savage beasts, a ghast is cunning and can inspire a pack of ghouls to follow its commands.
Source: Monster Manual p. 148, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, swamp, urban</environment>
    </monster>
  <monster>
      <name>Giant Ape</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>157 (15d12+60)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>23</str>
    <dex>14</dex>
    <con>18</con>
    <int>7</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Athletics +9, Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The ape makes two fist attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 22 (3d10 + 6) bludgeoning damage.</text>
      <attack>Fist|+9|3d10+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 50/100 ft., one target. 30 (7d6 + 6) bludgeoning damage.</text>
      <attack>Rock|+9|7d6+6</attack>
      </action>
    <description>
Source: Monster Manual p. 323, Ghosts of Saltmarsh</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Giant Badger</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft., burrow 10 ft.</speed>
    <str>13</str>
    <dex>10</dex>
    <con>15</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The badger has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The badger makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage.</text>
      <attack>Bite|+3|1d6+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
      <attack>Claws|+3|2d4+1</attack>
      </action>
    <description>
Source: Monster Manual p. 323, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Giant Bat</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>22 (4d10)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>11</con>
    <int>2</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The bat can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>Keen Hearing</name>
      <text>The bat has advantage on Wisdom (Perception) checks that rely on hearing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <description>
Source: Monster Manual p. 323, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underdark, forest</environment>
    </monster>
  <monster>
      <name>Giant Boar</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>42 (5d10+15)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>16</con>
    <int>2</int>
    <wis>7</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Relentless (Recharges after a Short or Long Rest)</name>
      <text>If the boar takes 10 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Tusk</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Tusk|+5|2d6+3</attack>
      </action>
    <description>
Source: Monster Manual p. 323, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Giant Centipede</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>4 (1d6+1)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>5</str>
    <dex>14</dex>
    <con>12</con>
    <int>1</int>
    <wis>7</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+4|1d4+2</attack>
      <attack>Bite||3d6</attack>
      </action>
    <description>
Source: Monster Manual p. 323, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Giant Constrictor Snake</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>60 (8d12+8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>12</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage.</text>
      <attack>Bite|+6|2d6+4</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can't constrict another target.</text>
      <attack>Constrict|+6|2d8+4</attack>
      </action>
    <description>
Source: Monster Manual p. 324, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount</description>
    <environment>underwater, underdark, forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Giant Crab</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>13</str>
    <dex>15</dex>
    <con>11</con>
    <int>1</int>
    <wis>9</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The crab can breathe air and water.</text>
      </trait>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, and the target is grappled (escape DC 11). The crab has two claws, each of which can grapple only one target.</text>
      <attack>Claw|+3|1d6+1</attack>
      </action>
    <description>
Source: Monster Manual p. 324, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Giant Crocodile</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>85 (9d12+27)</hp>
    <speed>walk 30 ft., swim 50 ft.</speed>
    <str>21</str>
    <dex>9</dex>
    <con>17</con>
    <int>2</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The crocodile can hold its breath for 30 minutes.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The crocodile makes two attacks: one with its bite and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 21 (3d10 + 5) piercing damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the crocodile can't bite another target.</text>
      <attack>Bite|+8|3d10+5</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target not grappled by the crocodile. 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.</text>
      <attack>Tail|+8|2d8+5</attack>
      </action>
    <description>
Source: Monster Manual p. 324, Princes of the Apocalypse, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Giant Eagle</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Neutral Good</alignment>
    <ac>13</ac>
    <hp>26 (4d10+4)</hp>
    <speed>walk 10 ft., fly 80 ft.</speed>
    <str>16</str>
    <dex>17</dex>
    <con>13</con>
    <int>8</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Giant Eagle, understands Common and Auran but can't speak them</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The eagle has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eagle makes two attacks: one with its beak and one with its talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Beak|+5|1d6+3</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Talons|+5|2d6+3</attack>
      </action>
    <description>A giant eagle is a noble creature that speaks its own language and understands speech in the Common tongue. A mated pair of giant eagles typically has up to four eggs or young in their nest (treat the young as normal eagles).
Source: Monster Manual p. 324, Ghosts of Saltmarsh</description>
    <environment>mountain, grassland, hill, coastal</environment>
    </monster>
  <monster>
      <name>Giant Elk</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>42 (5d12+10)</hp>
    <speed>walk 60 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>14</con>
    <int>7</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Giant Elk, understands Common, Elvish, Sylvan but can't speak them</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Ram|+6|2d6+4</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one prone creature. 22 (4d8 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|4d8+4</attack>
      </action>
    <description>The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth of a king. Legends tell of gods that take the form of giant elk when visiting the Material Plane. Many cultures therefore believe that to hunt these creatures is to invite divine wrath.
Source: Monster Manual p. 325, Storm King's Thunder</description>
    <environment>mountain, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Giant Fire Beetle</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>4 (1d6+1)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>10</dex>
    <con>12</con>
    <int>1</int>
    <wis>7</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft..</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) slashing damage.</text>
      <attack>Bite|+1|1d6-1</attack>
      </action>
    <description>A giant fire beetle is a nocturnal creature that takes its name from a pair of glowing glands that give off light. Miners and adventurers prize these creatures, for a giant fire beetle's glands continue to shed light for 1d6 days after the beetle dies. Giant fire beetles are most commonly found underground and in dark forests.
Source: Monster Manual p. 325, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Giant Frog</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>12</str>
    <dex>13</dex>
    <con>11</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The frog can breathe air and water</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.</text>
      <attack>Bite|+3|1d6+1</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The frog makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
      </action>
    <description>
Source: Monster Manual p. 325, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Giant Goat</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>11</dex>
    <con>12</con>
    <int>3</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage.</text>
      <attack>Ram|+5|2d4+3</attack>
      </action>
    <description>
Source: Monster Manual p. 326, Storm King's Thunder, Essentials Kit: Storm Lord's Wrath, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Giant Hyena</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 50 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>14</con>
    <int>2</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Rampage</name>
      <text>When the hyena reduces a creature to 0 hit points with a melee attack on its turn, the hyena can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <description>
Source: Monster Manual p. 326, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Giant Lizard</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <action>
        <name>Variant: Giant Lizard Traits</name>
      <text>Some giant lizards have one or both of the following traits:</text>
      <text>Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)</text>
      <text>Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </action>
    <description>A giant lizard can be ridden or used as a draft animal. Lizardfolk also keep them as pets, and subterranean giant lizards are used as mounts and pack animals by drow, duergar, and other Underdark dwellers.
Variant: Giant Lizard Traits
Some giant lizards have one or both of the following traits. Hold Breath. The lizard can hold its breath for 15 minutes. (A lizard that has this trait also has a swimming speed of 30 feet.)
Spider Climb. The lizard can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Source: Monster Manual p. 326, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, forest, swamp, desert, coastal</environment>
    </monster>
  <monster>
      <name>Giant Octopus</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>52 (8d10+8)</hp>
    <speed>walk 10 ft., swim 60 ft.</speed>
    <str>17</str>
    <dex>13</dex>
    <con>13</con>
    <int>4</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hold Breath</name>
      <text>While out of water, the octopus can hold its breath for 1 hour.</text>
      </trait>
    <trait>
        <name>Underwater Camouflage</name>
      <text>The octopus has advantage on Dexterity (Stealth) checks made while underwater.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The octopus can breathe only underwater.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +5 to hit, reach 15 ft., one target. 10 (2d6 + 3) bludgeoning damage. If the target is a creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained, and the octopus can't use its tentacles on another target.</text>
      <attack>Tentacles|+5|2d6+3</attack>
      </action>
    <action>
        <name>Ink Cloud (Recharges after a Short or Long Rest)</name>
      <text>A 20-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</text>
      </action>
    <description>
Source: Monster Manual p. 326, Princes of the Apocalypse, Rise of Tiamat, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Giant Owl</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Neutral</alignment>
    <ac>12</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 5 ft., fly 60 ft.</speed>
    <str>13</str>
    <dex>15</dex>
    <con>12</con>
    <int>8</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Giant Owl, understands Common, Elvish, and Sylvan but can't speak them</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) slashing damage.</text>
      <attack>Talons|+3|2d6+1</attack>
      </action>
    <description>Giant owls often befriend fey and other sylvan creatures and are guardians of their woodland realms.
Source: Monster Manual p. 327, Storm King's Thunder, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Giant Poisonous Snake</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>10</str>
    <dex>18</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d4 + 4) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bite|+6|1d4+4</attack>
      <attack>Bite||3d6</attack>
      </action>
    <description>
Source: Monster Manual p. 327, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underdark, grassland, forest, swamp, urban, desert</environment>
    </monster>
  <monster>
      <name>Giant Rat</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>11</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The rat has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Diseased Giant Rats</name>
      <text>Some giant rats carry vile diseases that they spread with their bites.</text>
      <text>Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by magical means, and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.</text>
      </action>
    <description>
Source: Monster Manual p. 327, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Giant Scorpion</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (7d10+14)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>15</con>
    <int>1</int>
    <wis>9</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The scorpion makes three attacks: two with its claws and one with its sting.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.</text>
      <attack>Claw|+4|1d8+2</attack>
      </action>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Sting|+4|1d10+2</attack>
      <attack>Sting||4d10</attack>
      </action>
    <description>
Source: Monster Manual p. 327, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Giant Sea Horse</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>16 (3d10)</hp>
    <speed>walk 0 ft., swim 40 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>11</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the sea horse moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The sea horse can breathe only underwater.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
      <attack>Ram|+3|1d6+1</attack>
      </action>
    <description>Like their smaller kin, giant sea horses are shy, colorful fish with elongated bodies and curled tails. Aquatic elves train them as mounts.
Source: Monster Manual p. 328, Ghosts of Saltmarsh</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Giant Shark</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>126 (11d12+55)</hp>
    <speed>swim 50 ft.</speed>
    <str>23</str>
    <dex>11</dex>
    <con>21</con>
    <int>1</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The shark can breathe only underwater.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage.</text>
      <attack>Bite|+9|3d10+6</attack>
      </action>
    <description>A giant shark is 30 feet long and normally found in deep oceans. Utterly fearless, it preys on anything that crosses its path, including whales and ships.
Source: Monster Manual p. 328, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Locathah Rising, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Giant Spider</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>26 (4d10+4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>12</con>
    <int>2</int>
    <wis>11</wis>
    <cha>4</cha>
    <save></save>
    <skill>Stealth +7</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The spider ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+5|1d8+3</attack>
      <attack>Bite||2d8</attack>
      </action>
    <action>
        <name>Web (Recharge 5-6)</name>
      <text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
      </action>
    <description>To snare its prey, a giant spider spins elaborate webs or shoots sticky strands of webbing from its abdomen. Giant spiders are most commonly found underground, making their lairs on ceilings or in dark, web-filled crevices. Such lairs are often festooned with web cocoons holding past victims.
Source: Monster Manual p. 328, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underdark, forest, swamp, urban, desert</environment>
    </monster>
  <monster>
      <name>Giant Toad</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>39 (6d10+6)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The toad can breathe air and water</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The toad's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the toad can't bite another target.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The toad makes one bite attack against a Medium or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the toad, and it takes 10 (3d6) acid damage at the start of each of the toad's turns. The toad can have only one target swallowed at a time.</text>
      <text>If the toad dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
      </action>
    <description>
Source: Monster Manual p. 329, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>underdark, forest, swamp, desert, coastal</environment>
    </monster>
  <monster>
      <name>Giant Vulture</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Neutral Evil</alignment>
    <ac>10</ac>
    <hp>22 (3d10+6)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>15</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight and Smell</name>
      <text>The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vulture makes two attacks: one with its beak and one with its talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.</text>
      <attack>Beak|+4|2d4+2</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.</text>
      <attack>Talons|+4|2d6+2</attack>
      </action>
    <description>A giant vulture has advanced intelligence and a malevolent bent. Unlike its smaller kin, it will attack a wounded creature to hasten its end. Giant vultures have been known to haunt a thirsty, starving creature for days to enjoy its suffering.
Source: Monster Manual p. 329, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, desert</environment>
    </monster>
  <monster>
      <name>Giant Wasp</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 10 ft., fly 50 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Sting|+4|1d6+2</attack>
      <attack>Sting||3d6</attack>
      </action>
    <description>
Source: Monster Manual p. 329, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>grassland, forest, urban</environment>
    </monster>
  <monster>
      <name>Giant Weasel</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 40 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>10</con>
    <int>4</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <description>
Source: Monster Manual p. 329, Tales from the Yawning Portal, Ghosts of Saltmarsh</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Giant Wolf Spider</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>13</con>
    <int>3</int>
    <wis>12</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +3, Stealth +7</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The spider ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+3|1d6+1</attack>
      <attack>Bite||2d6</attack>
      </action>
    <description>Smaller than a giant spider, a giant wolf spider hunts prey across open ground or hides in a burrow or crevice, or in a hidden cavity beneath debris.
Source: Monster Manual p. 330, Curse of Strahd, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
    <environment>grassland, forest, hill, desert, coastal</environment>
    </monster>
  <monster>
      <name>Gibbering Mouther</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Neutral</alignment>
    <ac>9</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 10 ft., swim 10 ft.</speed>
    <str>10</str>
    <dex>8</dex>
    <con>16</con>
    <int>3</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aberrant Ground</name>
      <text>The ground in a 10-foot radius around the mouther is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Gibbering</name>
      <text>The mouther babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gibbering mouther makes one bite attack and, if it can, uses its Blinding Spittle.</text>
      </action>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther.</text>
      <attack>Bites|+2|5d6</attack>
      </action>
    <action>
        <name>Blinding Spittle (Recharge 5-6)</name>
      <text>The mouther spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the mouther's next turn.</text>
      </action>
    <description>Of all the terrors created by foul sorcery, gibbering mouthers are among the most wicked and depraved. This creature is the composite eyes, mouths, and liquefied matter of its former victims. Driven to insanity by the destruction of their bodies and absorption into the mouther, those victims gibber incoherent madness, forced to consume everything in reach.
Amoeboid Form. The gibbering mouther's body is an amorphous mass of mouths and eyes that propels itself by oozing forward, fastening several mouths to the ground and pulling its bulk behind. Though it moves slowly, it swims through water, mud, and quicksand with ease.
Mouths of Madness. When a gibbering mouther senses prey, its mouths begin to murmur and chatter, each with a different voice: deep or shrill, wailing or ululating, crying out in agony or ecstasy. This cacophonous gibbering overcomes the senses of any creature that hears it, causing most to flee in terror. Others are overcome with madness or stand paralyzed, fixated on the horrific creature as it oozes forward to consume them.
All-Consuming.  Driven to devour any creature it can reach, a gibbering mouther flows over victims transfixed by its mad ranting, its multitudinous voices temporarily silenced as it gnaws and swallows living flesh. The monster liquefies stone with which it comes into contact, hindering creatures that overcome its gibbering and attempt to flee.
A gibbering mouther leaves nothing of its prey behind. However, even as the last of a victim's body is consumed, its eyes and mouth boil to the surface, ready to join the chorus of tormented gibbering that welcomes the monster's next meal.
Source: Monster Manual p. 157, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Githyanki Knight</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>91 (14d8+28)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>15</con>
    <int>14</int>
    <wis>14</wis>
    <cha>15</cha>
    <save>Con +5, Int +5, Wis +5</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Gith</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The githyanki makes two silver greatsword attacks.</text>
      </action>
    <action>
        <name>Silver Greatsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage plus 10 (3d6) psychic damage. This is a magic weapon attack. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.</text>
      <attack>Silver Greatsword|+9|2d6+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githyanki's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: jump, misty step, nondetection (self only), tongues</text>
      <text>1/day each: plane shift, telekinesis</text>
      </trait>
    <spells>mage hand, jump, misty step, nondetection, tongues, plane shift, telekinesis</spells>
    <description>The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again.
Followers of Gith. In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself.
Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races.
Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters.
These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator.
In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people.
Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.
Outposts in the Mortal Realm.  Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane.
Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.
After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.
Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.
Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.
Source: Monster Manual p. 160, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Githyanki Warrior</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>12</con>
    <int>13</int>
    <wis>13</wis>
    <cha>10</cha>
    <save>Con +3, Int +3, Wis +3</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Gith</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The githyanki makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage plus 7 (2d6) psychic damage.</text>
      <attack>Greatsword|+4|2d6+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githyanki's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: jump, misty step, nondetection (self only)</text>
      </trait>
    <spells>mage hand, jump, misty step, nondetection</spells>
    <description>The githyanki plunder countless worlds from the decks of their astral vessels and the backs of red dragons. Feathers, beads, gems, and precious metals decorate their armor and weapons-the legendary silver swords with which they cut through their foes. Since winning their freedom from the mind flayers, the githyanki have become ruthless conquerors under the rulership of their dread lich-queen, Vlaakith.
Astral Raiders. The githyanki despise all other races, undertaking devastating raids that take them from their strongholds in the Astral Plane to the far flung corners of the multiverse. War is the ultimate expression of githyanki culture, and their pitiless black eyes know no mercy. After a raid, they leave shattered survivors enough food and resources to weakly endure. Later, the githyanki return to their conquered foes, plundering them again and again.
Followers of Gith. In their own language, githyanki means "followers of Gith." Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their race. When their leader Gith perished, she was replaced by her undead adviser, Vlaakith. The lich-queen forbade worship of all beings except herself.
Of all their enemies, the githyanki most hate their former masters, the mind flayers. Their close kin, the githzerai, are second in their enmity. All other creatures are treated with simple contempt by the githyanki, whose xenophobic pride defines their view of inferior races.
Silver Swords. In ancient times, gith knights created special weapons to combat their mind flayer masters.
These silver swords channel the force of the wielder's will, dealing psychic as well as physical damage. A githyanki can't become a knight until it masters the singular discipline needed to will such a blade into existence. A silver sword is equivalent to a greatsword, and takes on the properties of a +3 greatsword in the hands of its creator.
In the eyes of the githyanki, each silver sword is a priceless relic and a work of art. Githyanki knights will hunt down and destroy any non-githyanki that dares to carry or wield a silver sword, reclaiming it for their people.
Red Dragon Riders. In the uprising against the illithids, Gith sought allies. Her adviser Vlaakith appealed to Tiamat, the goddess of evil dragonkind, and Gith ventured into the Nine Hells to meet with her. Only Tiamat now knows what passed between them, but Vlaakith returned to the Astral Plane with the Dragon Queen's red dragon consort Ephelomon, who proclaimed that his kind would forever act as allies to the githyanki. Not all red dragons honor the alliance kindled so long ago, but most at least don't consider the githyanki their enemies.
Outposts in the Mortal Realm.  Since creatures that dwell on the Astral Plane don't age, the githyanki establish creches in remote areas of the Material Plane to raise their young. Doubling as military academies, these creches train young githyanki to harness their psychic and combat abilities. When a githyanki grows to adulthood and slays a mind flayer as part of a sacred rite of passage, it is permitted to rejoin its people on the Astral Plane.
Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.
After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.
Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.
Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.
Source: Monster Manual p. 160, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Githzerai Monk</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>14</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>12</con>
    <int>13</int>
    <wis>14</wis>
    <cha>10</cha>
    <save>Str +3, Dex +4, Int +3, Wis +4</save>
    <skill>Insight +4, Perception +4</skill>
    <passive>14</passive>
    <languages>Gith</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Psychic Defense</name>
      <text>While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The githzerai makes two unarmed strikes.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) bludgeoning damage plus 9 (2d8) psychic damage. This is a magic weapon attack.</text>
      <attack>Unarmed Strike|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: feather fall, jump, see invisibility, shield</text>
      </trait>
    <spells>mage hand, feather fall, jump, see invisibility, shield</spells>
    <description>Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
Psionic Adepts. The progenitors of the githzerai adapted to-and were transformed by-the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment.
Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo-a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.
The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom.
Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things.
The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives.
Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers.
Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths.
These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds.
Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon.
As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers.
As a special devotion, they organize a rrakkma-an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party.
Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.
After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.
Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.
Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.
Source: Monster Manual p. 161</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Githzerai Zerth</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17</ac>
    <hp>84 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>18</dex>
    <con>15</con>
    <int>16</int>
    <wis>17</wis>
    <cha>12</cha>
    <save>Str +4, Dex +7, Int +6, Wis +6</save>
    <skill>Arcana +6, Insight +6, Perception +6</skill>
    <passive>16</passive>
    <languages>Gith</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Psychic Defense</name>
      <text>While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The githzerai makes two unarmed strikes.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 13 (3d8) psychic damage. This is a magic weapon attack.</text>
      <attack>Unarmed Strike|+7|2d6+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githzerai's innate spellcasting ability is Wisdom. It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: feather fall, jump, see invisibility, shield</text>
      <text>1/day each: phantasmal killer, plane shift</text>
      </trait>
    <spells>mage hand, feather fall, jump, see invisibility, shield, phantasmal killer, plane shift</spells>
    <description>Focused philosophers and austere ascetics, the githzerai pursue lives of rigid order. Lean and muscular, they wear unadorned clothing free of ornamentation, keeping their own counsel and trusting few creatures outside of their own kind. Having turned their backs on their warlike githyanki kin, the githzerai maintain a strict monastic lifestyle, dwelling on islands of order in the vast sea of chaos that is the plane of Limbo.
Psionic Adepts. The progenitors of the githzerai adapted to-and were transformed by-the psychic environment imposed on them by their illithid overlords. Under the teachings of Zerthimon, who called on his people to abandon the warlike ambitions of Gith, the githzerai focused their mental energy on creating physical and psychic barriers to protect them from attack, psychic or otherwise. Fighting is personal to a githzerai, which uses its mind to daze and incapacitate opponents, leaving them vulnerable to physical punishment.
Order amid Chaos. The githzerai willingly dwell in the heart of utter chaos in Limbo-a twisting, mercurial plane prone to manipulation and subjugation by githzerai minds strong enough to master it. Limbo is a maelstrom of primal matter and energy, its terrain a storm of rock and earth swept up in torrents of murky liquid, buffeted by strong winds, blasted by fire, and chilled by crushing walls of ice.
The forces of Limbo react to sentience, however. Using the power of their minds, the githzerai tame the plane's chaotic elements, causing them to settle into fixed and survivable forms and creating oases and sanctuaries within the maelstrom.
Githzerai fortress-monasteries stand resolute against the chaos that surrounds them, virtually impervious to the turmoil of their surroundings, because the githzerai will it. Each monastery is overseen by monks that impose a strict schedule of chants, meals, martial arts training, and devotions according to their own philosophy. Behind their psionically fortified walls, the githzerai embrace thought, learning, psionic power, order, and discipline above all other things.
The social hierarchy of the githzerai is based on merit, and those githzerai who are the wisest teachers and the most skilled at physical and mental combat become leaders. The githzerai revere great heroes and teachers of the past, emulating those figures' virtues in their everyday lives.
Disciples of Zerthimon. Githzerai revere Zerthimon, the founder of their race. Although Gith won their people's freedom, Zerthimon saw her as unfit to lead. He believed that her warmongering would soon make her a tyrant no better than the mind flayers.
Skilled githzerai monks that best exemplify the teachings and principles of Zerthimon are called zerths.
These powerful and disciplined monks can shift their bodies from one plane to another using only the power of their minds.
Beyond Limbo. Though githzerai rarely deal with the realms beyond Limbo, advanced monks of other races sometimes seek out a githzerai monastery and attempt to gain admittance as students. More rarely, a githzerai master establishes a hidden monastery on the Material Plane to train young githzerai or to spread the philosophy and teachings of Zerthimon.
As disciplined as they are, the githzerai have never forgotten their long imprisonment by the mind flayers.
As a special devotion, they organize a rrakkma-an illithid hunting party-to other planes, not returning to their monasteries until they slay at least as many illithids as there are hunters in the party.
Gith. The warlike githyanki and the contemplative githzerai are a sundered people-two cultures that utterly despise one another. Before there were githyanki or githzerai, these creatures were a single race enslaved by the mind flayers. Although they attempted to overthrow their masters many times, their rebellions were repeatedly crushed until a great leader named Gith arose.
After much bloodshed, Gith and her followers threw off the yoke of their illithid masters, but another leader named Zerthimon emerged in the aftermath of battle.
Zerthimon challenged Gith's motives, claiming that her strict martial leadership and desire for vengeance amounted to little more than another form of slavery for her people. A rift erupted between followers of each leader, and they eventually became the two races whose enmity endures to this day.
Whether these tall, gaunt creatures were peaceful or savage, cultured or primitive before the mind flayers enslaved and changed them, none can say. Not even the original name of their race remains from that distant time.
Source: Monster Manual p. 161, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Glabrezu</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>157 (15d10+75)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>21</con>
    <int>19</int>
    <wis>17</wis>
    <cha>16</cha>
    <save>Str +9, Con +9, Wis +7, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>9</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The glabrezu has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The glabrezu makes four attacks: two with its pincers and two with its fists. Alternatively, it makes two attacks with its pincers and casts one spell.</text>
      </action>
    <action>
        <name>Pincer</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) bludgeoning damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). The glabrezu has two pincers, each of which can grapple only one target.</text>
      <attack>Pincer|+9|2d10+5</attack>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage.</text>
      <attack>Fist|+9|2d4+2</attack>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A glabrezu has a 30 chance of summoning 1d3 vrock, 1d2 hezrou, or one glabrezu.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The glabrezu's spellcasting ability is Intelligence (spell save DC 16). The glabrezu can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, detect magic, dispel magic</text>
      <text>1/day each: confusion, fly, power word stun</text>
      </trait>
    <spells>darkness, detect magic, dispel magic, confusion, fly, power word stun</spells>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 58, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gladiator</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (studded leather armor, shield)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>12</wis>
    <cha>15</cha>
    <save>Str +7, Dex +5, Con +6</save>
    <skill>Athletics +10, Intimidation +5</skill>
    <passive>11</passive>
    <languages>any one language (usually Common)</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Brave</name>
      <text>The gladiator has advantage on saving throws against being frightened.</text>
      </trait>
    <trait>
        <name>Brute</name>
      <text>A melee weapon deals one extra die of its damage when the gladiator hits with it (included in the attack).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gladiator makes three melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. and range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+7|2d6+4</attack>
      </action>
    <action>
        <name>Shield Bash</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 9 (2d4 + 4) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      <attack>Shield Bash|+7|2d4+4</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The gladiator adds 3 to its AC against one melee attack that would hit it. To do so, the gladiator must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Gladiators battle for the entertainment of raucous crowds. Some gladiators are brutal pit fighters who treat each match as a life-or-death struggle, while others are professional duelists who command huge fees but rarely fight to the death.
Source: Monster Manual p. 346, Curse of Strahd, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gnoll</name>
    <size>M</size>
    <type>humanoid (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (hide armor, shield)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>12</dex>
    <con>11</con>
    <int>6</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Gnoll</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Longbow|+3|1d8+1</attack>
      </action>
    <description>Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
Demonic Origin. The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.
Nomadic Destroyers. Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.
Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.
Thirst for Blood.  No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.
Source: Monster Manual p. 163, Princes of the Apocalypse, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Gnoll Fang of Yeenoghu</name>
    <size>M</size>
    <type>fiend (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (hide armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>15</con>
    <int>10</int>
    <wis>11</wis>
    <cha>13</cha>
    <save>Con +4, Wis +2, Cha +3</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Abyssal, Gnoll</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gnoll makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 7 (2d6) poison damage.</text>
      <attack>Bite|+5|1d6+3</attack>
      <attack>Bite||2d6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Claw|+5|1d8+3</attack>
      </action>
    <description>Gnolls celebrate their victories by performing demonic rituals and making blood offerings to Yeenoghu.
Sometimes the demon lord rewards his worshipers by allowing one of them to be possessed by a demonic spirit. Marked as Yeenoghu's favorite, the lucky recipient becomes a fang of Yeenoghu, the chosen of the Gnoll Lord. In much the same way Yeenoghu created the first gnolls, a hyena that feasts on a fang's slain foe undergoes a horrible transformation, becoming a full-grown adult gnoll. Depending on the number of hyenas in a region, a fang of Yeenoghu can lead to a startling increase in the gnoll population. Finding and killing the fang is the only way to keep that population in check.
Gnolls. Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
Demonic Origin.  The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.
Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.
Nomadic Destroyers.  Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.
Thirst for Blood.  No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.
Source: Monster Manual p. 163, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Gnoll Pack Lord</name>
    <size>M</size>
    <type>humanoid (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>8</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Gnoll</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gnoll makes two attacks, either with its glaive or its longbow, and uses its Incite Rampage if it can.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Glaive</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 8 (1d10 + 3) slashing damage.</text>
      <attack>Glaive|+5|1d10+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <action>
        <name>Incite Rampage (Recharge 5-6)</name>
      <text>One creature the gnoll can see within 30 feet of it can use its reaction to make a melee attack if it can hear the gnoll and has the Rampage trait.</text>
      </action>
    <description>The alpha of a gnoll pack is the pack lord, ruling by might and cunning. A pack lord earns the best of a gnoll pack's spoils, food, valuable trinkets, and magic items. It ornaments its body with brutal piercings and grotesque trophies, dyeing its fur with demonic sigils, hoping Yeenoghu will make it invulnerable.
Gnolls. Gnolls are feral humanoids that attack settlements along the frontiers and borderlands of civilization without warning, slaughtering their victims and devouring their flesh.
Demonic Origin.  The origin of the gnolls traces back to a time when the demon lord Yeenoghu found his way to the Material Plane and ran amok. Packs of ordinary hyenas followed in his wake, scavenging the demon lord's kills. Those hyenas were transformed into the first gnolls, parading after Yeenoghu until he was banished back to the Abyss. The gnolls then scattered across the face of the world, a dire reminder of demonic power.
Gnolls rarely build permanent structures or craft anything of lasting value. They don't make weapons or armor, but scavenge such items from the corpses of their fallen victims, stringing ears, teeth, scalps, and other trophies from their foes onto their patchwork armor.
Nomadic Destroyers.  Gnolls are dangerous because they strike at random. They emerge from the wilderness, plunder and slaughter, then move elsewhere. They attack like a plague of locusts, pillaging settlements and leaving little behind but razed buildings, gnawed corpses, and befouled land. Gnolls choose easy targets for their raids. Armored warriors holed up in a fortified castle will survive a rampaging gnoll horde unscathed, even as the towns, villages, and farms that surround the castle are ablaze, their people slaughtered and devoured.
Thirst for Blood.  No goodness or compassion resides in the heart of a gnoll. Like a demon, it lacks anything resembling a conscience, and can't be taught or coerced to put aside its destructive tendencies. The gnolls' frenzied bloodlust makes them an enemy to all, and when they lack a common foe, they fight among themselves. Even the most savage orcs avoid allying with gnolls.
Source: Monster Manual p. 163, Princes of the Apocalypse, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Goat</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>4 (1d8)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>10</dex>
    <con>11</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the goat moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 2 (1d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The goat has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
      <attack>Ram|+3|1d4+1</attack>
      </action>
    <description>
Source: Monster Manual p. 330, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, grassland, hill, urban</environment>
    </monster>
  <monster>
      <name>Goblin</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <description>Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.
Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.
Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.
Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
Source: Monster Manual p. 166, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Goblin Boss</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (chain shirt, shield)</ac>
    <hp>21 (6d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>10</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The goblin makes two attacks with its scimitar. The second attack has disadvantage.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Javelin|+2|1d6</attack>
      </action>
    <reaction>
        <name>Redirect Attack</name>
      <text>When a creature the goblin can see targets it with an attack, the goblin chooses another goblin within 5 feet of it. The two goblins swap places, and the chosen goblin becomes the target instead.</text>
      </reaction>
    <description>Goblins are small, black-hearted, selfish humanoids that lair in caves, abandoned mines, despoiled dungeons, and other dismal settings. Individually weak, goblins gather in large-sometimes overwhelming-numbers. They crave power and regularly abuse whatever authority they obtain.
Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins and bugbears, like to bully goblins into submission. Goblins are lazy and undisciplined, making them poor servants, laborers, and guards.
Malicious Glee. Motivated by greed and malice, goblins can't help but celebrate the few times they have the upper hand. They dance, caper with sheer joy when victory is theirs. Once their revels have ended, goblins delight in the torment of other creatures and embrace all manner of wickedness.
Leaders and Followers. Goblins are ruled by the strongest or smartest among them. A goblin boss might command a single lair, while a goblin king or queen (who is nothing more than a glorified goblin boss) rules hundreds of goblins, spread out among multiple lairs to ensure the tribe's survival. Goblin bosses are easily ousted, and many goblin tribes are taken over by hobgoblin warlords or bugbear chiefs.
Challenging Lairs. Goblins festoon their lairs with alarms designed to signal the arrival of intruders. Those lairs are also riddled with narrow tunnels and bolt-holes that human-sized creatures can't navigate, but which goblins can crawl through with ease, allowing them to flee or to circle around and surprise their enemies. Rat Keepers and Wolf Riders. Goblins have an affinity for rats and wolves, raising them to serve as companions and mounts, respectively. Like rats, goblins shun sunlight and sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks.
Worshipers of Maglubiyet. Maglubiyet the Mighty One, the Lord of Depths and Darkness, is the greater god of goblinoids. Envisioned by most goblins as an eleven-foot-tall battle-scarred goblin with black skin and fire erupting from his eyes, he is worshiped not out of adoration but fear. Goblins believe that when they die in battle, their spirits join the ranks of Maglubiyet's army on the plane of Acheron. This is a "privilege" that most goblins dread, fearing the Mighty One's eternal tyranny even more than death.
Source: Monster Manual p. 166, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Gold Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>60 (8d8+24)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>17</con>
    <int>14</int>
    <wis>11</wis>
    <cha>16</cha>
    <save>Dex +4, Con +5, Wis +2, Cha +5</save>
    <skill>Perception +4, Stealth +4</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
      <attack>Bite|+6|1d10+4</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||4d10</attack>
      <text>• Weakening Breath. The dragon exhales gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 115</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gorgon</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>19 (natural armor)</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>11</dex>
    <con>18</con>
    <int>2</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>petrified</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Trampling Charge</name>
      <text>If the gorgon moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the gorgon can make one attack with its hooves against it as a bonus action.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 18 (2d12 + 5) piercing damage.</text>
      <attack>Gore|+8|2d12+5</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d10 + 5) bludgeoning damage.</text>
      <attack>Hooves|+8|2d10+5</attack>
      </action>
    <action>
        <name>Petrifying Breath (Recharge 5-6)</name>
      <text>The gorgon exhales petrifying gas in a 30-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw. On a failed save, a target begins to turn to stone and is restrained. The restrained target must repeat the saving throw at the end of its next turn. On a success, the effect ends on the target. On a failure, the target is petrified until freed by the  greater restoration spell or other magic.</text>
      </action>
    <description>Few creatures that encounter a gorgon live to tell about it. Its body is covered in iron plates, and its nostrils fume with green vapor.
Horrific Structure. A gorgon's iron plates range from steely black to gleaming silver, but this natural armor in no way hinders its movement or mobility. The oils of its body lubricate the armor. A sick or inactive gorgon gathers rust like fungus or mange. When a rusty gorgon moves, its plates squeal as they rub together.
Monstrous Predator. When a gorgon spots potential prey, it charges with a hideous clamor of metal on metal. When the gorgon hits, it pulverizes the foe and sends its sprawling, then tramples it to death with its cruel hooves. Faced with multiple foes, the gorgon exhales its deadly vapor to overcome the creatures it touches by turning them to stone. When it grows hungry, it smashes its petrified prey to rubble and uses its strong teeth to grind the stone into a powder that provides nourishment. The crisscrossing network of trampled trails and splintered trees that surrounds a gorgon lair is strewn with the uneaten fragments of its shattered foes.
Source: Monster Manual p. 171, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Goristro</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>310 (23d12+161)</hp>
    <speed>walk 40 ft.</speed>
    <str>25</str>
    <dex>11</dex>
    <con>25</con>
    <int>6</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Str +13, Dex +6, Con +13, Wis +7</save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Abyssal</languages>
    <cr>17</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the goristro moves at least 15 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 38 (7d10) piercing damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away and knocked prone.</text>
      </trait>
    <trait>
        <name>Labyrinthine Recall</name>
      <text>The goristro can perfectly recall any path it has traveled.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The goristro has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The goristro deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The goristro makes three attacks: two with its fists and one with its hoof.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage.</text>
      <attack>Fist|+13|3d8+7</attack>
      </action>
    <action>
        <name>Hoof</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 23 (3d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.</text>
      <attack>Hoof|+13|3d10+7</attack>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 45 (7d10 + 7) piercing damage.</text>
      <attack>Gore|+13|7d10+7</attack>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 59</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gray Ooze</name>
    <size>M</size>
    <type>ooze</type>
    <alignment>Unaligned</alignment>
    <ac>8</ac>
    <hp>22 (3d8+9)</hp>
    <speed>walk 10 ft., climb 10 ft.</speed>
    <str>12</str>
    <dex>6</dex>
    <con>16</con>
    <int>1</int>
    <wis>6</wis>
    <cha>2</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>acid, cold, fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Amorphous</name>
      <text>The ooze can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Corrode Metal</name>
      <text>Any nonmagical weapon made of metal that hits the ooze corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Nonmagical ammunition made of metal that hits the ooze is destroyed after dealing damage.</text>
      <text>The ooze can eat through 2-inch-thick, nonmagical metal in 1 round.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the ooze remains motionless, it is indistinguishable from an oily pool or wet rock.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage plus 7 (2d6) acid damage, and if the target is wearing nonmagical metal armor, its armor is partly corroded and takes a permanent and cumulative −1 penalty to the AC it offers. The armor is destroyed if the penalty reduces its AC to 10.</text>
      <attack>Pseudopod|+3|1d6+1</attack>
      </action>
    <action>
        <name>Variant: Psychic Gray Ooze</name>
      <text>A gray ooze that lives a long time can evolve to become more intelligent and develop limited psionic ability. Such occurrences are more common in gray oozes that live near psioncic creatures such as mind flayer, suggesting that the ooze can sense and mimic psionic ability.</text>
      <text>A psionic gray ooze has an intelligence score of 6 (-2), as well as the following additional action.</text>
      <text>Psychic Crush (Recharge 5-6). The ooze targets one creature that it can sense within 60 feet of it. The target must make a DC 10 Intelligence saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one.</text>
      </action>
    <description>A gray ooze is stone turned to liquid by chaos. When it moves, it slithers like a liquid snake, rising to strike.
Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Slow Death.  An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.
Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.
Unwitting Servants.  Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.
Spawn of Juiblex.  According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.
Ooze Nature.  An ooze doesn't require sleep.
Source: Monster Manual p. 243, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Gray Slaad</name>
    <size>M</size>
    <type>aberration (shapechanger)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>18 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>17</dex>
    <con>16</con>
    <int>13</int>
    <wis>8</wis>
    <cha>14</cha>
    <save></save>
    <skill>Arcana +5, Perception +7</skill>
    <passive>17</passive>
    <languages>Slaad, telepathy 60 ft.</languages>
    <cr>9</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The slaad's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The slaad makes three attacks: one with its bite and two with its claws or greatsword.</text>
      </action>
    <action>
        <name>Bite (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Bite (Slaad Form Only)|+7|1d6+3</attack>
      </action>
    <action>
        <name>Claws (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage.</text>
      <attack>Claws (Slaad Form Only)|+7|1d10+3</attack>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Greatsword|+7|2d6+3</attack>
      </action>
    <action>
        <name>Variant: Control Gem</name>
      <text>Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.</text>
      <text>Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.</text>
      <text>A greater restoration spell cast on the slaad destroys the gem without harming the slaad.</text>
      <text>Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The slaad's innate spellcasting ability is Charisma (spell save DC 14). The slaad can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, detect thoughts, invisibility (self only), mage hand, major image</text>
      <text>1/day: plane shift (self only)</text>
      <text>2/day each: fear, fly, fireball, tongues</text>
      </trait>
    <spells>detect magic, detect thoughts, invisibility, mage hand, major image, plane shift, fear, fly, fireball, tongues</spells>
    <description>Outside of Limbo, gray slaadi act as living extensions of the will of their masters, the death slaadi. A gray slaad journeys to the Material Plane on errands of doom, often taking humanoid form. A gray slaad learns how to master the use of a greatsword and imbue it with its own innate magic.
A gray slaad that eats the entire corpse of a dead death slaad instantly transforms into a death slaad.
Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone.  Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Variant: Slaad Control Gems
As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
Birth and Transformation.  Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers.  Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
Source: Monster Manual p. 277, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Green Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>13</con>
    <int>14</int>
    <wis>11</wis>
    <cha>13</cha>
    <save>Dex +3, Con +3, Wis +2, Cha +3</save>
    <skill>Perception +4, Stealth +3</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 3 (1d6) poison damage.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>The dragon exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 11 Constitution saving throw, taking 21 (6d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Poison Breath (Recharge 5-6)||6d6</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 95</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Green Hag</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>16</con>
    <int>13</int>
    <wis>14</wis>
    <cha>14</cha>
    <save></save>
    <skill>Arcana +3, Deception +4, Perception +4, Stealth +3</skill>
    <passive>14</passive>
    <languages>Common, Draconic, Sylvan</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The hag can breathe air and water.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws|+6|2d8+4</attack>
      </action>
    <action>
        <name>Illusory Appearance</name>
      <text>The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like another creature of her general size and humanoid shape. The illusion ends if the hag takes a bonus action to end it or if she dies.</text>
      <text>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have smooth skin, but someone touching her would feel her rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 20 Intelligence (Investigation) check to discern that the hag is disguised.</text>
      </action>
    <action>
        <name>Invisible Passage</name>
      <text>The hag magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, she leaves no physical evidence of her passage, so she can be tracked only by magic. Any equipment she wears or carries is invisible with her.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hag's innate spellcasting ability is Charisma (spell save DC 12). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights, minor illusion, vicious mockery</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>dancing lights, minor illusion, vicious mockery, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
    <description>Faces of Evil
Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.
All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.
Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.
Monstrous Motherhood
Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.
Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.
Dark Bargains
Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.
Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain.
A Foul Nature
Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them.
This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.
Dark Sorority
Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.
Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.
Dark Lairs
Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.
Hag Covens
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 177, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>forest, swamp, hill</environment>
    </monster>
  <monster>
      <name>Green Slaad</name>
    <size>L</size>
    <type>aberration (shapechanger)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>11</int>
    <wis>8</wis>
    <cha>12</cha>
    <save></save>
    <skill>Arcana +3, Perception +2</skill>
    <passive>12</passive>
    <languages>Slaad, telepathy 60 ft.</languages>
    <cr>8</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The slaad can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The slaad makes three attacks: one with its bite and two with its claws or staff. Alternatively, it uses its Hurl Flame twice.</text>
      </action>
    <action>
        <name>Bite (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Bite (Slaad Form Only)|+7|2d6+4</attack>
      </action>
    <action>
        <name>Claw (Slaad Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Claw (Slaad Form Only)|+7|1d6+4</attack>
      </action>
    <action>
        <name>Staff</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Staff|+7|2d6+4</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +4 to hit, range 60 ft., one target. 10 (3d6) fire damage. The fire ignites flammable objects that aren't being worn or carried.</text>
      <attack>Hurl Flame|+4|3d6</attack>
      </action>
    <action>
        <name>Variant: Control Gem</name>
      <text>Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.</text>
      <text>Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.</text>
      <text>A greater restoration spell cast on the slaad destroys the gem without harming the slaad.</text>
      <text>Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The slaad's innate spellcasting ability is Charisma (spell save DC 12). The slaad can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, detect thoughts, mage hand</text>
      <text>1/day: fireball</text>
      <text>2/day each: fear, invisibility (self only)</text>
      </trait>
    <spells>detect magic, detect thoughts, mage hand, fireball, fear, invisibility</spells>
    <description>Green slaadi are surprisingly intelligent and possess innate spellcasting ability. A green slaad can change its shape to appear as a humanoid. If it was born of a humanoid host, the slaad usually adopts its host's form.
At some unpredictable point in its existence, a green slaad unlocks the means to magically, instantly, and permanently transform itself into a gray slaad. Unlocking this knowledge can take years, even decades.
Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone.  Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Variant: Slaad Control Gems
As a slaad emerges from the Spawning Stone, the stone magically implants a fragment of itself in the slaad's brain. This fragment takes the form of a magic gem roughly the size and shape of a human child's fist. The gem is the same color as the slaad. Another creature can use magic to draw forth a slaad's gem and use it to subjugate the slaad. The slaad must obey whoever possesses its gem. If a slaad's gem is destroyed, the slaad can no longer be controlled in this way.
A slaad born from something other than the Spawning Stone has no gem in its brain, but it gains one if it ever comes into contact with the Spawning Stone. Slaadi on Limbo are attracted to the Spawning Stone, so most end up with a gem. A slaad with a control gem in its brain has the following additional trait.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
Birth and Transformation.  Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers.  Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
Source: Monster Manual p. 277, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Grell</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>55 (10d8+10)</hp>
    <speed>walk 10 ft., fly 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>13</con>
    <int>12</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +4, Stealth +6</skill>
    <passive>14</passive>
    <languages>Grell</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <action>
        <name>Multiattack</name>
      <text>The grell makes two attacks: one with its tentacles and one with its beak.</text>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. The poisoned target is paralyzed, and it can repeat the saving throw at the end of each of its turns, ending the effect on a success.</text>
      <attack>Tentacles|+4|1d10+2</attack>
      <text>The target is also grappled (escape DC 15). If the target is Medium or smaller, it is also restrained until this grapple ends. While grappling the target, the grell has advantage on attack rolls against it and can 't use this attack against other targets. When the grell moves, any Medium or smaller target it is grappling moves with it.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage.</text>
      <attack>Beak|+4|2d4+2</attack>
      </action>
    <description>A grell resembles a bulbous floating brain with a wide, sharp beak. Its ten long tentacles are made of hundreds of ring-shaped muscles sheathed in tough fibrous hide. Sharp barbs line the tip each tentacle and inject paralytic venom. The grell can partially retract its barbs into its tentacles to handle or manipulate objects it doesn't want to pierce or tear.
Grells have no eyes and floats by means of a sort of levitation. They have keen hearing, however, and their skin is sensitive to vibrations and electrical fields, allowing them to detect the presence of creatures and objects in their immediate vicinity. The creature's ability to manipulate electricity to sense and move also allow it to absorb lightning without harm.
Although solitary by nature, grells sometimes gather in small groups called covens.
Floating Ambushers. A grell prefers to ambush lone creatures or stragglers, hovering silently near the ceiling of a passage or cavern until a suitable target passes below, whereupon it descends quickly and wraps its tentacles around its prey. It then floats away to its lair with the paralyzed creature in its clutches.
Alien Devourers. Grell are alien predators that group other creatures into three categories: edibles, inedibles, and Great Eaters (those rare creatures that might prey on a grell). Grells have no compunction about attacking creatures they classify as edible, including humanoids. They tend to avoid bigger creatures that they have little hope of carrying away.
A grell will sometimes allow adventurers to wage war on the other monstrous inhabitants of the dungeon complex it calls home, staying out of the adventurers' way as they dispose of larger threats while waiting for the right time to strike.
Source: Monster Manual p. 172, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Grick</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>27 (6d8)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>11</con>
    <int>3</int>
    <wis>14</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Stone Camouflage</name>
      <text>The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The grick makes one attack with its tentacles. If that attack hits, the grick can make one beak attack against the same target.</text>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.</text>
      <attack>Tentacles|+4|2d6+2</attack>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Beak|+4|1d6+2</attack>
      </action>
    <description>The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.
Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.
Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.
Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims.
Source: Monster Manual p. 173, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark, forest</environment>
    </monster>
  <monster>
      <name>Grick Alpha</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral</alignment>
    <ac>18 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>18</str>
    <dex>16</dex>
    <con>15</con>
    <int>4</int>
    <wis>14</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Stone Camouflage</name>
      <text>The grick has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The grick makes two attacks: one with its tail and one with its tentacles. If it hits with its tentacles, the grick can make one beak attack against the same target.</text>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Tail|+7|2d6+4</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 22 (4d8 + 4) slashing damage.</text>
      <attack>Tentacles|+7|4d8+4</attack>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Beak|+7|2d8+4</attack>
      </action>
    <description>The wormlike grick waits unseen, blending in with the rock of the caves and caverns it haunts. Only when prey comes near does it rear up, its four barbed tentacles unfurling to reveal its hungry, snapping beak.
Passive Predators. Gricks rarely hunt. Instead, they drag their rubbery bodies to places where creatures regularly pass, lurking out of sight amid rocky rubble and debris, squeezing into burrows, holes, or crevices, climbing up to ledges, or coiling around stalactites to drop on unwary prey. A grick consumes virtually anything that moves except for other gricks. It targets the nearest prey, grabbing a fallen creature with its tentacles and dragging it off to eat alone.
Roving Ambushers. Gricks remain in an area until the food supply dwindles, often because sentient creatures become aware of their presence and plot alternate routes around their lairs. When prey is scarce in the Underdark, gricks venture aboveground to hunt in the wilderness, lurking in trees or on cliff-side ledges. A grick pack is often led by a single well-fed, oversized alpha around which the others congregate.
Spoils of Slaughter. Over time, grick lairs accumulate the cast-off possessions of intelligent prey, and expert guides know to look out for these tell-tale signs. Underdark explorers sometimes seal off the routes leading to and from a grick lair to starve them, then claim the wealth of the foul creatures' victims.
Source: Monster Manual p. 173, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark, forest</environment>
    </monster>
  <monster>
      <name>Griffon</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 30 ft., fly 80 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>2</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Sight</name>
      <text>The griffon has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The griffon makes two attacks: one with its beak and one with its claws.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Beak|+6|1d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claws|+6|2d6+4</attack>
      </action>
    <description>Griffons are ferocious avian carnivores with the muscular bodies of lions and the head, forelegs, and wings of eagles. When they attack, griffons are as swift and deadly as eagles, even as they strike with a lion's savage might and grace.
Horse Eaters. Griffons hunt in small prides, flying high over plains and forests near their rocky cliff-side aeries. Herd animals and horses are the prey they crave above all others, though they also hunt and kill hippogriffs. When it spots horses, a griffon screeches to alert its pride mates, which descend quickly toward their prey.
Those riding or herding horses dread the griffon's piercing cry, preparing themselves for the bloody fight that inevitably follows. A griffon ignores a horse's rider when possible, and a rider that abandons its mount, or a herder that releases one or two horses, can escape unharmed while the griffon targets its chosen prey. Riders who attempt to protect their horses attract the full fury of an attacking griffon.
Sky Dwellers. Griffons lair in high rocky clifftop aeries, building their nests from sticks, leaves, and the bones of their prey. Once griffons establish a territory, they remain in that area until the food supply has been exhausted.
Aggressive and territorial, griffons engage in brutal aerial combat to defend their aeries, tearing and shredding the wings of flying intruders to send them spiraling to the ground. Creatures that climb to a griffon's lair are plucked from the cliffs and eaten, or are knocked from the heights to go tumbling to their deaths.
Trained Mounts. A griffon raised from an egg can be trained to serve as a mount. However, such training is time consuming, expensive (mostly for the ample food the creature requires), and dangerous. Expert trainers well versed in the griffon's legendary ferocity are typically the only ones able to raise these creatures safely.
Once trained, a griffon is a fierce and loyal steed. It bonds with one master for life, fighting to the death to protect that rider. A griffon mount retains its ravenous appetite for horseflesh, and a wise master ensures that a griffon remains satiated with other prey when passing through civilized lands.
Source: Monster Manual p. 174, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, grassland, hill, coastal, arctic</environment>
    </monster>
  <monster>
      <name>Grimlock</name>
    <size>M</size>
    <type>humanoid (grimlock)</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>12</con>
    <int>9</int>
    <wis>8</wis>
    <cha>6</cha>
    <save></save>
    <skill>Athletics +5, Perception +3, Stealth +3</skill>
    <passive>13</passive>
    <languages>Undercommon</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 30 ft. or 10 ft. while deafened (blind beyond this radius)</senses>
    <trait>
        <name>Blind Senses</name>
      <text>The grimlock can't use its blindsight while deafened and unable to smell.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The grimlock has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Stone Camouflage</name>
      <text>The grimlock has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <action>
        <name>Spiked Bone Club</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.</text>
      <attack>Spiked Bone Club|+5|1d4+3</attack>
      </action>
    <description>The degenerate subterranean grimlocks were once human, but their worship of the mind flayers over generations of prowling the Underdark transformed them into blind, monstrous cannibals long ago. Debased Cultists. The empire of the mind flayers once spread across many worlds, enslaving countless races. Among those were human cultures whose high priests the mind flayers subverted using their insidious powers of thought control. Those leaders gradually turned the faiths of their followers toward the illithids, which they worshiped as blasphemous deities.
Over time, the rituals of these enslaved humans created fervent cannibal cults that regarded the brain eating of the mind flayers as a holy sacrament. The illithids commanded their worshipers to abduct other sentient creatures to be sacrificed. After the victims' brains had been consumed, the mind flayers gave the lifeless bodies to the cultists.
Blind Hunters. When the rule of the mind flayers crumbled, their cults faced constant warfare from their enemies, the same creatures that had once been their victims. The cults fled into the Underdark domains of their illithid gods. Over generations in that lightless realm, the cultists learned to rely on their other senses for survival. In time, their eyes withered away and eyelids sealed, leaving only covered eye sockets behind.
A grimlock's ears prick up at the faintest footfall or whisper echoing down stone passageways. It can speak in tones too low for most other humanoids to hear. The odors of sweat, flesh, and blood awaken its hunger, and it can track by such scents like a bloodhound. To enhance their senses, grimlocks leave trails of blood, piles of dung, or the viscera of slain prey in places far from their lairs. When intruders pass through those areas, they carry the foul scents with them, warning the grimlocks of their approach.
For most creatures, blindness is an enormous hindrance. For a grimlock with its other heightened senses, sightlessness is a boon. A grimlock isn't fooled by visual illusions or misperceptions. It is fearless as it stalks prey.
Endless War. Grimlocks still venerate the mind flayers, serving them whenever possible. Grimlocks also recall the war in which they were driven underground. To them, it has never ended. They continue to return to the surface world to abduct captives for their illithid masters.
Source: Monster Manual p. 175, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Guard</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (chain shirt, shield)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>12</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <description>Guards include members of a city watch, sentries in a citadel or fortified town, and the bodyguards of merchants and nobles.
Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Guardian Naga</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>18</dex>
    <con>16</con>
    <int>16</int>
    <wis>19</wis>
    <cha>18</cha>
    <save>Dex +8, Con +7, Int +7, Wis +8, Cha +8</save>
    <skill></skill>
    <passive>14</passive>
    <languages>Celestial, Common</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rejuvenation</name>
      <text>If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. 8 (1d8 + 4) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bite|+8|1d8+4</attack>
      <attack>Bite||10d8</attack>
      </action>
    <action>
        <name>Spit Poison</name>
      <text>Ranged Weapon Attack: +8 to hit, range 15/30 ft., one creature. The target must make a DC 15 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Spit Poison|+8|10d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The naga is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): mending, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, cure wounds, shield of faith</text>
      <text>• 2nd level (3 slots): calm emotions, hold person</text>
      <text>• 3rd level (3 slots): bestow curse, clairvoyance</text>
      <text>• 4th level (3 slots): banishment, freedom of movement</text>
      <text>• 5th level (2 slots): flame strike, geas</text>
      <text>• 6th level (1 slots): true seeing</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>mending, sacred flame, thaumaturgy, command, cure wounds, shield of faith, calm emotions, hold person, bestow curse, clairvoyance, banishment, freedom of movement, flame strike, geas, true seeing</spells>
    <description>Wise and good, the beautiful guardian nagas protect sacred places and items of magical power from falling into evil hands. In their hidden redoubts, they research spells and hatch convoluted plots to thwart the evil designs of their enemies.
A guardian naga doesn't seek out violence, warning off intruders rather than attacking. Only if its foes persist does the naga attack, accosting enemies with its spells and poisonous spittle.
Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.
Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.
Benevolent Dictators and Brutal Tyrants.  A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.
Rivalry.  Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.
Immortal Nature.  A naga doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 234, Tomb of Annihilation, Ghosts of Saltmarsh</description>
    <environment>forest, desert</environment>
    </monster>
  <monster>
      <name>Gynosphinx</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>18</int>
    <wis>18</wis>
    <cha>18</cha>
    <save></save>
    <skill>Arcana +12, History +12, Perception +8, Religion +8</skill>
    <passive>18</passive>
    <languages>Common, Sphinx</languages>
    <cr>11</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Inscrutable</name>
      <text>The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The sphinx's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sphinx makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claw|+8|2d8+4</attack>
      </action>
    <legendary>
        <text>The monstrosity can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw Attack</name>
      <text>The sphinx makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Teleport (Costs 2 Actions)</name>
      <text>The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 3 Actions)</name>
      <text>The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the sphinx can take a lair action to cause one of the following magical effects; the sphinx can't use an effect again until it finishes a short or long rest:</text>
      <text>• The flow of time is altered such that every creature in the lair must reroll initiative. The sphinx can choose not to reroll.</text>
      <text>• The effects of time are altered such that every creature in the lair must succeed on a DC 15 Constitution saving throw or become 1d20 years older or younger (the sphinx's choice), but never any younger than 1 year old. A greater restoration spell can restore a creature's age to normal.</text>
      <text>• The flow of time within the lair is altered such that everything within moves up to 10 years forward or backward (sphinx's choice). Only the sphinx is immediately aware of the time change. A wish spell can return the caster and up to seven other creatures designated by the caster to their normal time.</text>
      <text>• The sphinx shifts itself and up to seven other creatures it can see within in its lair to another plane of existence. Once outside its lair, the sphinx can't use lair actions, but it can return to its lair as a bonus action on its turn, taking up to seven creatures with it.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, identify, shield</text>
      <text>• 2nd level (3 slots): darkness, locate object, suggestion</text>
      <text>• 3rd level (3 slots): dispel magic, remove curse, tongues</text>
      <text>• 4th level (3 slots): banishment, greater invisibility</text>
      <text>• 5th level (1 slots): legend lore</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>mage hand, minor illusion, prestidigitation, detect magic, identify, shield, darkness, locate object, suggestion, dispel magic, remove curse, tongues, banishment, greater invisibility, legend lore</spells>
    <description>A gynosphinx bears the head of a humanoid female. Many have the regal countenances of worldly queens, but some are marked with wild, leonine features. A gynosphinx's eyes see beyond the present time and place, and penetrate veils of invisibility and magic.
Supplicants who look deep into those eyes might find themselves magically displaced, banished to some far flung plane where a difficult trial awaits them.
Gynosphinxes are virtual libraries of knowledge and lore. They ask riddles and present puzzles to test the wit of supplicants that come to learn their secrets. Some are willing to bargain with such supplicants for treasure or service.
Sphinxes. In sacred isolation, a sphinx guards the secrets and treasures of the gods. As it calmly regards each new party that comes before it, the bones of supplicants and quest seekers that failed to pass its tests lie scattered around its lair. Its great wings sweep along its flanks, its tawny leonine body rippling with muscle and possessed of forepaws powerful enough to tear a humanoid in half. Divine Guardians. Sphinxes test the worth of those who seek the treasures of the gods, whether forgotten secrets or mighty spells, artifacts or magical gateways. Creatures that choose to face a sphinx's test are bound to that test unto death, and only those worthy will survive it. The rest the sphinx destroys.
Some sphinxes are high priests of the gods that create them, but most are simply embodied spirits, brought into the mortal realm by devout prayer or direct intervention. A sphinx maintains its vigil tirelessly, not needing to sleep or eat. It rarely engages with others of its kind, knowing no other life except its sacred mission.
Magical Tests.  The secrets and treasures a sphinx guards remain under divine protection, so that when a creature fails a sphinx's test, the path to the object or knowledge it guards vanishes. Even if a sphinx is attacked and defeated, a quester will still fail to gain the secret it sought-and will make an enemy of the god that placed the sphinx as a guardian.
Benign deities sometimes grant a sphinx the power to remove supplicants that fail their tests, transporting them away and ensuring that they never encounter the sphinx again. However, those who fail a sphinx's test typically meet a gruesome end beneath its claws.
Extraplanar Beings.  Mortals that encounter sphinxes do so most often in ancient tombs and ruins, but some sphinxes can access extraplanar realms. A conversation with a sphinx that begins between tumbled stone walls might suddenly shift to an alien locale, such as a life-sized game board or a daunting cliff that must be climbed in a howling storm. Sometimes a sphinx must be summoned from such an extradimensional space, with supplicants calling it from its empty lair. Only those the sphinx deems worthy gain admittance to its realm.
Fallen Sphinxes.  Whether through the weariness of the ages, regret at the slaughter of innocents, or dreams of worship by supplicants that attempt to bargain their way to knowledge, some sphinxes break free of their divine command. However, even if a sphinx's alignment and loyalties drift in this way, it never leaves the place it guards or grants its secrets to any except creatures it deems worthy.
A Sphinx's Lair. A sphinx presides over an ancient temple, sepulcher, or vault, within which are hidden divine secrets and treasures beyond the reach of mortals.
Source: Monster Manual p. 282, Tales from the Yawning Portal, Infernal Machine Rebuild, Mythic Odysseys of Theros</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Half-Ogre (Ogrillon)</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Any Chaotic Alignment</alignment>
    <ac>12 (hide armor)</ac>
    <hp>30 (4d10+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>14</con>
    <int>7</int>
    <wis>9</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>Common, Giant</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Battleaxe</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if used with two hands.</text>
      <attack>Battleaxe|+5|2d8+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 10 (2d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|2d6+3</attack>
      </action>
    <description>When an ogre mates with a human, hobgoblin, bugbear, or orc, the result is always a half-ogre. (Ogres don't mate with dwarves, halflings, or elves. They eat them.) Human mothers rarely survive the birth of a half-ogre offspring.
The half-ogre offspring of an ogre and an orc is also called an ogrillon. An adult half-ogre or ogrillon stands 8 feet tall and weighs 450 pounds on average.
Ogres. Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.
Furious Tempers.  Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.
An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.
Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks.
Gruesome Gluttons.  Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture.
Greedy Collectors.  An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous "treasure" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size.
Legendary Stupidity.  Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.
Primitive Wanderers.  Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.
Ogre Gangs.  Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.
Source: Monster Manual p. 238, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, mountain, forest, hill, urban, desert, arctic</environment>
    </monster>
  <monster>
      <name>Half-Red Dragon Veteran</name>
    <size>M</size>
    <type>humanoid (human)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Athletics +6, Perception +3</skill>
    <passive>12</passive>
    <languages>Common, Draconic</languages>
    <cr>5</cr>
    <resist>fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
      <attack>Heavy Crossbow|+3|1d10+1</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The veteran exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||7d6</attack>
      </action>
    <description>When a dragon in polymorphed form mates with another creature, the union sometimes produces half dragon offspring. A creature might also transform into a half-dragon as a result of a mad wizard's spell or a ritual bath in dragon's blood. In all these cases, the result is a creature that combines the essence of a dragon with the form of its original race. Regardless of their origins, all half-dragons have similar features and appearance, gaining special senses, resistance to destructive energy, and a breath weapon.
Draconic Nature. Half-dragons are incapable of having natural born offspring. Those that wish to propagate must find other ways to do so, almost always involving magic. By way of compensation, half dragons are blessed with long life. Barring unforeseen misfortune, a typical half-dragon's life expectancy is twice that of its no draconic line, so that a half-dragon human might live more than a century and a half.
Half-dragons inherit personality traits common to their draconic heritage, so that half-gold dragons are often shy and secretive, while half-copper dragons are impish and playful. Half-green dragons are deceitful, while half-white dragons are often dim-witted brutes. These traits are tempered by a half-dragon's other lineage, but greed, arrogance, and paranoia are qualities that even good-aligned half-dragons often possess.
Challenge. To avoid recalculating the creature's challenge rating, apply the template only to a creature that meets the optional prerequisite in the Breath Weapon table below. Otherwise, use the guidelines in the Dungeon Master's Guide to recalculate the rating after you apply the template.
Senses. The half-dragon gains blindsight with a radius of 10 feet and darkvision with a radius of 60 feet.
Resistances. The half-dragon gains resistance to a type of damage based on its color.
Color | Damage Resistance
Black or copper | Acid
Blue or bronze | Lightning
Brass, gold, or red | Fire
Green | Poison
Silver or white | Cold

Languages. The half-dragon speaks Draconic in addition to any other languages it knows.
New Action: Breath Weapon. The half-dragon has the breath weapon of its dragon half. The half-dragon's size determines how this action functions.
Size | Breath Weapon | Optional Prerequisite
Large or smaller | As a wyrmling | Challenge 2 or higher
Huge | As a young dragon | Challenge 7 or higher
Gargantuan | As an adult dragon | Challenge 8 or higher

Sample Half-Dragon
Here the half-dragon template has been applied to a human veteran to create a half-red dragon veteran. Splint armor has been replaced with plate armor.
Source: Monster Manual p. 180, Rise of Tiamat, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Harpy</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>12</str>
    <dex>13</dex>
    <con>12</con>
    <int>7</int>
    <wis>10</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The harpy makes two attacks: one with its claws and one with its club.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
      <attack>Claws|+3|2d4+1</attack>
      </action>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
      <attack>Club|+3|1d4+1</attack>
      </action>
    <action>
        <name>Luring Song</name>
      <text>The harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 11 Wisdom saving throw or be charmed until the song ends. The harpy must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy is incapacitated.</text>
      <text>While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. If the charmed target is more than 5 feet away from the harpy, the target must move on its turn toward the harpy by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the harpy, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it.</text>
      <text>A target that successfully saves is immune to this harpy's song for the next 24 hours.</text>
      </action>
    <description>Taking glee in suffering and death, the sadistic harpy is always on the hunt for prey. Its sweet song has lured countless adventurers to their deaths, drawing them in close for the harpy to kill and then consume.
A harpy combines the body, legs, and wings of a vulture with the torso, arms, and head of a human. Its wicked talons and bone club make it a formidable threat in combat, and its eyes reflect the absolute evil of its soul.
Divine Curse. Long ago, an elf wandering a forest heard birdsong so pure and wholesome that she was moved to tears. Following the music, she came upon a clearing where stood a handsome elf youth who had also paused to hear the bird's song. This was Fenmarel Mestarine, a reclusive elf god. His divine presence stole her heart as he fled, vanishing into the woods as if he was never there.
Though the elf searched the woods and called for her stranger, she found no sign of his passage. Driven to despair by her longing, she begged the gods to help her. Aerdrie Faenya, elf goddess of the sky, heard the elf's cries and was moved to her aid. She appeared as the bird whose song had entranced the outcast god, then taught that song of beauty and seduction to the elf.
When her singing failed to draw Fenmarel Mestarine to her side, the elf cursed the gods, invoking a dreadful power and transforming her into the first harpy. The curse worked its magic on the elf's spirit as well as her body, turning her desire for love into a hunger for flesh, even as her beautiful song continued to draw creatures to her deadly embrace.
Harpy Song. To hear a harpy's song is to hear music more beautiful than anything else in the world. A traveler that succumbs to the entrancing effect of that singing is compelled to blunder toward its source. A harpy sometimes charms victims before it attacks, but a more effective use of its song is to lure prey over cliffs, into bogs and quicksand, or into deadly pits. Creatures trapped or incapacitated then become easy targets for the harpy's wrath.
Sadistic Cowards. Harpies haunt bleak coastal cliffs and other places hazardous to non-flying creatures. Harpies have no interest in a fair fight, and they never attack unless they have a clear advantage. If a fight turns against a harpy, it lacks the cunning to adapt and will flee and go hungry rather than risk straight-up combat.
When they attack, harpies play with their food, delighting in the "music" their victims make as they scream. A harpy takes its time dismembering a helpless foe and can spend days torturing a victim before the merciful end.
Gruesome Collectors. Harpies take shiny baubles, valuable objects, and other trophies from their victims, sometimes fighting with each other for the right to claim the choicest prizes. When no valuable objects can be found, a harpy takes hair, bones, or body parts to line its nest. A harpy's lair is usually hidden in remote ruins, where adventurers can discover valuable treasure and magic hidden beneath foul piles of offal.
Source: Monster Manual p. 181, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, forest, hill, coastal</environment>
    </monster>
  <monster>
      <name>Hawk</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>5</str>
    <dex>16</dex>
    <con>8</con>
    <int>2</int>
    <wis>14</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The hawk has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 slashing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 330, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hell Hound</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 50 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>14</con>
    <int>6</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>understands Infernal but can't speak it</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 7 (2d6) fire damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The hound exhales fire in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||6d6</attack>
      </action>
    <description>Monstrous, fire-breathing fiends that take the form of powerful dogs, hell hounds are found on the battlefields of Acheron and throughout the Lower Planes. On the Material Plane, hell hounds are most commonly seen in service to devils, fire giants, and other evil creatures that use them as guard animals and companions.
Burning Hunger. Hell hounds hunt in packs, feeding on any creature that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that prey to the bitter end.
When hell hounds feed, the flesh they consume stokes the infernal fires that burn within them. When a hell hound dies, that fire consumes the creature's remains in a billowing eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur.
Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at following orders. However, a hell hound's evil disposition means that the creature can't be trained to be anything other than a ruthless killer. If a hell hound isn't allowed to indulge its malevolent hunger, it quickly abandons or turns against its master.
Source: Monster Manual p. 182, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underdark, mountain</environment>
    </monster>
  <monster>
      <name>Helmed Horror</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>60 (8d8+24)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>16</con>
    <int>10</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>4</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</resist>
    <immune>force, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The helmed horror has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Spell Immunity</name>
      <text>The helmed horror is immune to three spells chosen by its creator. Typical immunities include fireball, heat metal, and lightning bolt.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The helmed horror makes two longsword attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+4</attack>
      </action>
    <description>This construct possesses intelligence, the ability to reason and adjust its tactics, and an unswerving devotion to its maker that persists even after its maker's demise. Resembling an animated suit of empty plate armor, a helmed horror serves without ambition or emotion.
Magical Purpose. Though it takes more magical resources to create a helmed horror than a lesser suit of animated armor, the helmed horror requires less direction and maintenance as it carries out its appointed tasks. A helmed horror follows its orders with complete loyalty, and is intelligent enough to understand the difference between an order's intent and its exact wording. Unlike many constructs, it seeks to fulfill the former rather than slavishly follow the latter.
Tactical Cunning. A helmed horror fights with the cunning of a skilled warrior, taking to the air as it attacks weaker characters and spellcasters first. However, a helmed horror lacks the insight to change its environment, fortify it, or otherwise take active measures to improve its defensive position.
Constructed Nature. A helmed horror doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 183, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hezrou</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>136 (13d10+65)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>17</dex>
    <con>20</con>
    <int>5</int>
    <wis>12</wis>
    <cha>13</cha>
    <save>Str +7, Con +8, Wis +4</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The hezrou has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Stench</name>
      <text>Any creature that starts its turn within 10 feet of the hezrou must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the hezrou's stench for 24 hours.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hezrou makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claws|+7|2d6+4</attack>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A hezrou has a 30 chance of summoning 2d6 dretch or one hezrou.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 60, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hill Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>105 (10d12+40)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>8</dex>
    <con>19</con>
    <int>5</int>
    <wis>9</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Giant</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greatclub attacks.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage.</text>
      <attack>Greatclub|+8|3d8+5</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 21 (3d10 + 5) bludgeoning damage.</text>
      <attack>Rock|+8|3d10+5</attack>
      </action>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult hill giants like to hurl themselves bodily at smaller foes and crush them beneath their bulk. This ability is represented by the following action option.</text>
      <text>Squash. Melee Weapon Attack: +8 to hit, reach 5 ft., one Medium or Smaller creature. 26 (6d6 + 5) bludgeoning damage, the giant lands prone in the target's space, and the target is grappled (escape DC 15). Until this grapple ends, the target is prone. The grapple ends early if the giant stands up.</text>
      </action>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 155, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description>
    <environment>hill</environment>
    </monster>
  <monster>
      <name>Hippogriff</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>17</str>
    <dex>13</dex>
    <con>13</con>
    <int>2</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The hippogriff has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hippogriff makes two attacks: one with its beak and one with its claws.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.</text>
      <attack>Beak|+5|1d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Claws|+5|2d6+3</attack>
      </action>
    <description>A beast whose magical origins are lost to history, a hippogriff possesses the wings and forelimbs of an eagle, the hindquarters of a horse, and a head that combines the features of both animals.
Reclusive and omnivorous, hippogriffs mate for life and seldom venture more than a few miles from their nest. When defending its mate or its young, a hippogriff fights to the death. Hippogriffs don't lay eggs but give birth to live young.
Dragons, griffons, and wyverns have a taste for
hippogriff meat and frequently prey on these creatures.
Flying Mounts. A hippogriff raised in captivity can be trained to be a faithful companion and mount. Of all the creatures that can serve as flying mounts, hippogriffs are among the easiest to train and the most loyal once trained properly.
Source: Monster Manual p. 184, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description>
    <environment>mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Hobgoblin</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (chain mail, shield)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Goblin</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Martial Advantage</name>
      <text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.</text>
      <attack>Longsword|+3|1d8+1</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Longbow|+3|1d8+1</attack>
      </action>
    <description>War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.
Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.
Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.
Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.
Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.
Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.
Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.
Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.
Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.
Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.
Source: Monster Manual p. 186, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount</description>
    <environment>underdark, grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Hobgoblin Captain</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>14</con>
    <int>12</int>
    <wis>10</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Goblin</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Martial Advantage</name>
      <text>Once per turn, the hobgoblin can deal an extra 10 (3d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hobgoblin makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.</text>
      <attack>Greatsword|+4|2d6+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Javelin|+4|1d6+2</attack>
      </action>
    <action>
        <name>Leadership (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text>
      </action>
    <description>War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.
Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.
Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.
Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.
Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.
Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.
Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.
Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.
Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.
Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.
Source: Monster Manual p. 186, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark, grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Hobgoblin Warlord</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Lawful Evil</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>97 (13d8+39)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>16</con>
    <int>14</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Int +5, Wis +3, Cha +5</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Goblin</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Martial Advantage</name>
      <text>Once per turn, the hobgoblin can deal an extra 14 (4d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the hobgoblin that isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hobgoblin makes three melee attacks. Alternatively, it can make two ranged attacks with its javelins.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+9|1d8+3</attack>
      </action>
    <action>
        <name>Shield Bash</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is Large or smaller, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      <attack>Shield Bash|+9|1d4+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +9 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Javelin|+9|1d6+3</attack>
      </action>
    <action>
        <name>Leadership (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the hobgoblin can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the hobgoblin. A creature can benefit from only one Leadership die at a time. This effect ends if the hobgoblin is incapacitated.</text>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The hobgoblin adds 3 to its AC against one melee attack that would hit it. To do so, the hobgoblin must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>War horns sound, stones fly from catapults, and the thunder of a thousand booted feet echoes across the land as hobgoblins march to battle. Across the borderlands of civilization, settlements and settlers must contend with these aggressive humanoids, whose thirst for conquest is never satisfied.
Hobgoblins have dark orange or red-orange skin, and hair ranging from dark red-brown to dark gray. Yellow or dark brown eyes peer out beneath their beetling brows, and their wide mouths sport sharp and yellowed teeth. A male hobgoblin might have a large blue or red nose, which symbolizes virility and power among goblinkin. Hobgoblins can live as long as humans, though their love of warfare and battle means that few do.
Goblinoids. Hobgoblins belong to a family of creatures called goblinoids. They are often found lording over their cousins, the smaller goblins and the ferocious bugbears.
Martial Might. A hobgoblin measures virtue by physical strength and martial prowess, caring about nothing except the opportunity to demonstrate skill and cunning in battle. Hobgoblins of high military rank attain their positions by force, then hold those positions by imposing their authority through draconian measures.
Hobgoblins train to fight with a variety of weapons, and have great skill at crafting arms, armor, siege engines, and other military devices. Organized and disciplined, they take exceptional care of their weapons, armor, and personal possessions. They favor the bold colors associated with their tribes, and trim their often-elaborate uniforms with blood-red piping and leather dyed black.
Military Legions. Hobgoblins organize themselves into tribal bands known as legions. In their martial society, every hobgoblin has a rank, from the powerful leaders and champions, to the rank-and-file foot soldiers, to the goblins that find themselves driven into the front lines at spear point. A legion is headed by a warlord with several captains serving under its command. A hobgoblin warlord is a ruthless tyrant more interested in strategy, victory, glory, reputation, and dominion than leading troops into battle.
As loyal and disciplined as hobgoblins are in their own legion, rival legions compete constantly for reputation and status. Meetings between legions erupt in violence if troops aren't restrained, and only exceptionally powerful leaders can force legions to cooperate on the battlefield.
Strategic Thinkers. Hobgoblins have a strong grasp of tactics and discipline, and can carry out sophisticated battle plans under the direction of a strategically minded leader. However, they hate elves and attack them first in battle over any other opponents, even if doing so would be a tactical error.
Legions often supplement their ranks with less reliable and more expendable troops, including goblins, bugbears, orcs, evil humans, ogres, and giants.
Beast Trainers. Hobgoblins have a long history of training animals to service. Like the more civilized races, they use oxen and horses to transport goods and weaponry over long distances. They communicate with each other using trained ravens, and keep vicious wolves to guard prisoners and protect hobgoblin camps. Hobgoblin cavalry use trained worgs as steeds, in the same way that goblins ride wolves. Some tribes even keep carnivorous apes as fighting beasts.
Conquer and Control. Hobgoblins claim lands with abundant resources, and they can be found in forests and mountains, near mines and humanoid settlements, and anywhere else that wood, metal, and potential slaves can be found. They build and conquer strongholds in strategically advantageous locations, which they then use as staging areas to expand their territory.
Hobgoblin warlords never tire of combat, but they don't take up arms lightly. Before they attack, hobgoblins conduct thorough reconnaissance to gauge the strengths and weaknesses of their foes. When assaulting a stronghold, they surround it first to cut off escape routes and supply lines, then slowly starve their enemies out.
Hobgoblins fortify their own holdings, bolstering existing defenses with innovations of their own. Whether they lair in cavern complexes, dungeons, ruins, or forests, they protect their strongholds with ditches, fences, gates, guard towers, pit traps, and crude catapults or ballistas.
Legion of Maglubiyet. Hobgoblins worship Maglubiyet the Mighty One, the greater god of goblinoids. As terrifying as this figure is, hobgoblins don't fear death, believing that when they die in battle, their spirits join the honored ranks of Maglubiyet's army on the plane of Acheron.
Source: Monster Manual p. 187, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark, grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Homunculus</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>5 (2d4)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>4</str>
    <dex>15</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>0</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Telepathic Bond</name>
      <text>While the homunculus is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is instead poisoned for 5 (1d10) minutes and unconscious while poisoned in this way.</text>
      </action>
    <description>Shaping a mixture of clay, ash, mandrake root, and blood, one can channel rare ritual magic to create a faithful, squirrel-sized companion.
A homunculus is a construct that acts as an extension of its creator, with the two sharing thoughts, senses, and language through a mystical bond. A master can have only one homunculus at a time (attempts to create another one always fail), and when its master dies, the homunculus also dies.
Shared Mind. A homunculus knows everything its creator knows, including all the languages the creator can speak and read. Likewise, everything the construct senses is known to its master, even over great distances, provided both are on the same plane. Functioning as a spy, a scout, an emissary, or a messenger, a homunculus is an invaluable servant for a spellcaster engaged in secret experimentation or adventuring.
Source: Monster Manual p. 188, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hook Horror</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>15</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>Hook Horror</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The hook horror can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>Keen Hearing</name>
      <text>The hook horror has advantage on Wisdom (Perception) checks that rely on hearing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hook horror makes two hook attacks.</text>
      </action>
    <action>
        <name>Hook</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Hook|+6|2d6+4</attack>
      </action>
    <description>A fierce predator of the Underdark, the hook horror aggressively defends its hunting grounds. The subterranean caverns where these creatures dwell echo with the constant clacking and scraping of their hooks as they wend their way up cliffs and along cavern walls. The monstrous hook horror has a head resembling a vulture's and the torso of an enormous beetle, with an exoskeleton studded by sharp, bony protuberances. It gains its name from its long, powerfully built arms and legs, which end in wickedly curved hooked claws.
Echoes in the Dark.  Hook horrors communicate by striking their hooks against their exoskeletons or the stone surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark.
Pack Predators. The omnivorous hook horrors eat lichens, fungi, plants, and any creature they can catch. A hook horror's hooked limbs give it excellent purchase on rock surfaces, and these creatures use their climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall to flee.
Dedicated Clans. Hook horrors live in extended family groups or clans. Each clan is ruled by the eldest female, who typically places her mate in charge of the clan's hunters. Hook horrors lay eggs, which are clustered in a central, well-defended area of a clan's home caverns.
Source: Monster Manual p. 189, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Horned Devil</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 20 ft., fly 60 ft.</speed>
    <str>22</str>
    <dex>17</dex>
    <con>21</con>
    <int>12</int>
    <wis>16</wis>
    <cha>17</cha>
    <save>Str +10, Dex +7, Wis +7, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>11</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes three melee attacks: two with its fork and one with its tail. It can use Hurl Flame in place of any melee attack.</text>
      </action>
    <action>
        <name>Fork</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (2d8 + 6) piercing damage.</text>
      <attack>Fork|+10|2d8+6</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC 17 Constitution saving throw or lose 10 (3d6) hit points at the start of each of its turns due to an infernal wound. Each time the devil hits the wounded target with this attack, the damage dealt by the wound increases by 10 (3d6). Any creature can take an action to stanch the wound with a successful DC 12 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
      <attack>Tail|+10|1d8+6</attack>
      <attack>Tail||3d6</attack>
      </action>
    <action>
        <name>Hurl Flame</name>
      <text>Ranged Spell Attack: +7 to hit, range 150 ft., one target. 14 (4d6) fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
      <attack>Hurl Flame|+7|4d6</attack>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 74, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hunter Shark</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>45 (6d10+12)</hp>
    <speed>swim 40 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>15</con>
    <int>1</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The shark has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The shark can breathe only underwater.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Bite|+6|2d8+4</attack>
      </action>
    <description>Smaller than a giant shark but larger and fiercer than a reef shark, a hunter shark haunts deep waters. It usually hunts alone, but multiple hunter sharks might feed in the same area. A fully grown hunter shark is 15 to 20 feet long.
Source: Monster Manual p. 330, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Explorer's Guide to Wildemount</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Hydra</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>172 (15d12+75)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>20</con>
    <int>2</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages></languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hold Breath</name>
      <text>The hydra can hold its breath for 1 hour.</text>
      </trait>
    <trait>
        <name>Multiple Heads</name>
      <text>The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
      <text>Whenever the hydra takes 25 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies.</text>
      <text>At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.</text>
      </trait>
    <trait>
        <name>Reactive Heads</name>
      <text>For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.</text>
      </trait>
    <trait>
        <name>Wakeful</name>
      <text>While the hydra sleeps, at least one of its heads is awake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hydra makes as many bite attacks as it has heads.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 10 (1d10 + 5) piercing damage.</text>
      <attack>Bite|+8|1d10+5</attack>
      </action>
    <description>The hydra is a reptilian horror with a crocodilian body and multiple heads on long, serpentine necks. Although its heads can be severed, the hydra magically regrows them in short order. A typical specimen has five heads. At the dawn of time, Tiamat, the Queen of Evil Dragons, slew a rival dragon god named Lernaea and cast her blood across the multiverse. Each drop that fell upon a world spawned a multi-headed hydra consumed by a hunger as great as the fallen god's hatred. Great champions are known to test their mettle against these fearsome creatures.
Everlasting Hunger. A rapacious and gluttonous monster, a hydra snatches and tears apart its prey in a frenzy of feeding. When a hydra has cleared a territory of food and driven off any creatures smart enough to avoid it, it moves on to seek its meals elsewhere. A hydra's hunger is so great that if it can't feed, it might turn against itself, its heads attacking each other as the creature eats itself alive.
Hardy Water Dwellers. Hydras are natural swimmers, dwelling in rivers, along lakeshores, in ocean shallows, and in wetland bogs. A hydra rarely requires shelter from the elements, so it doesn't normally have a lair. Only in colder climes are hydras drawn to the protection of sheltered caverns and ruins. When a hydra sleeps, at least one of its heads remains awake and alert, making the creature difficult to catch by surprise.
Source: Monster Manual p. 190, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Hyena</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>5 (1d8+1)</hp>
    <speed>walk 50 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>12</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The hyena has advantage on an attack roll against a creature if at least one of the hyena's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Bite|+2|1d6</attack>
      </action>
    <description>
Source: Monster Manual p. 331, Princes of the Apocalypse</description>
    <environment>grassland, forest, hill, desert</environment>
    </monster>
  <monster>
      <name>Ice Devil</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>180 (19d10+76)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>14</dex>
    <con>18</con>
    <int>18</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +7, Con +9, Wis +7, Cha +9</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>14</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison, cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes three attacks: one with its bite, one with its claws, and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) piercing damage plus 10 (3d6) cold damage.</text>
      <attack>Bite|+10|2d6+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage plus 10 (3d6) cold damage.</text>
      <attack>Claws|+10|2d4+5</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) cold damage.</text>
      <attack>Tail|+10|2d6+5</attack>
      </action>
    <action>
        <name>Wall of Ice (Recharge 6)</name>
      <text>The devil magically forms an opaque wall of ice on a solid surface it can see within 60 feet of it. The wall is 1 foot thick and up to 30 feet long and 10 feet high, or it's a hemispherical dome up to 20 feet in diameter.</text>
      <text>When the wall appears, each creature in its space is pushed out of it by the shortest route. The creature chooses which side of the wall to end up on, unless the creature is incapacitated. The creature then makes a DC 17 Dexterity saving throw, taking 35 (10d6) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Wall of Ice (Recharge 6)||10d6</attack>
      <text>The wall lasts for 1 minute or until the devil is incapacitated or dies. The wall can be damaged and breached; each 10-foot section has AC 5, 30 hit points, vulnerability to fire damage, and immunity to acid, cold, necrotic, poison, and psychic damage. If a section is destroyed, it leaves behind a sheet of frigid air in the space the wall occupied. Whenever a creature finishes moving through the frigid air on a turn, willingly or otherwise, the creature must make a DC 17 Constitution saving throw, taking 17 (5d6) cold damage on a failed save, or half as much damage on a successful one. The frigid air dissipates when the rest of the wall vanishes.</text>
      <attack>Wall of Ice (Recharge 6)||5d6</attack>
      </action>
    <action>
        <name>Variant: Ice Devil Spear</name>
      <text>Some ice devils have the following action options.</text>
      <text>Multiattack. The devil makes two attacks: one with its spear and one with its tail.</text>
      <text>Ice Spear. Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 14 (2d8 + 5) piercing damage plus 10 (3d6) cold damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw, or for 1 minute, its speed is reduced by 10 feet; it can take either an action or a bonus action on each of its turns, not both; and it can't take reactions. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 75, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ice Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>21 (6d6)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>7</str>
    <dex>13</dex>
    <con>10</con>
    <int>9</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +2, Stealth +3</skill>
    <passive>12</passive>
    <languages>Aquan, Auran</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>cold, poison</immune>
    <vulnerable>bludgeoning, fire</vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) slashing damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the mephit remains motionless, it is indistinguishable from an ordinary shard of ice.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) slashing damage plus 2 (1d4) cold damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <action>
        <name>Frost Breath (Recharge 6)</name>
      <text>The mephit exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Frost Breath (Recharge 6)||2d4</attack>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The mephit can innately cast fog cloud, requiring no material components. Its innate spellcasting ability is Charisma.</text>
      <text>At will: fog cloud</text>
      </trait>
    <spells>fog cloud</spells>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 215, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Imp</name>
    <size>T</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>10 (3d4+3)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>17</dex>
    <con>13</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +4, Insight +3, Persuasion +4, Stealth +5</skill>
    <passive>11</passive>
    <languages>Infernal, Common</languages>
    <cr>1</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), 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.</text>
      </trait>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the imp's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The imp has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Sting (Bite in Beast Form)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Sting (Bite in Beast Form)|+5|1d4+3</attack>
      <attack>Sting (Bite in Beast Form)||3d6</attack>
      </action>
    <action>
        <name>Invisibility</name>
      <text>The imp magically turns invisible until it attacks, or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it.</text>
      </action>
    <action>
        <name>Variant: Imp Familiar</name>
      <text>Imps can be found in the service to mortal spellcasters, acting as advisors, spies, and familiars. An imp urges its master to acts of evil, knowing the mortal's soul is a prize the imp might ultimately claim. Imps display an unusual loyalty to their masters, and an imp can be quite dangerous if its master is threatened. Some such imps have the following trait.</text>
      <text>Familiar. The imp can enter into a contract to serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the imp senses as long as they are within 1 mile of each other. While the imp is within 10 feet of its master, the master shares the imp's Magic Resistance trait. If its master violates the terms of the contract, the imp can end its service as a familiar, ending the telepathic bond.</text>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 76, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Incubus</name>
    <size>M</size>
    <type>fiend (shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>8</str>
    <dex>17</dex>
    <con>13</con>
    <int>15</int>
    <wis>12</wis>
    <cha>20</cha>
    <save></save>
    <skill>Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7</skill>
    <passive>15</passive>
    <languages>Abyssal, Common, Infernal, telepathy 60 ft.</languages>
    <cr>4</cr>
    <resist>cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Telepathic Bond</name>
      <text>The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.</text>
      </trait>
    <trait>
        <name>Shapechanger</name>
      <text>The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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.</text>
      </trait>
    <action>
        <name>Claw (Fiend Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw (Fiend Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.</text>
      <text>The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.</text>
      </action>
    <action>
        <name>Draining Kiss</name>
      <text>The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Draining Kiss||5d10+5</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.</text>
      </action>
    <description>Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.
Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.
Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.
Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.
A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.
The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.
Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.
Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Source: Monster Manual p. 285, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Intellect Devourer</name>
    <size>T</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>21 (6d4+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>13</con>
    <int>12</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>understands Deep Speech but can't speak, telepathy 60 ft.</languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Detect Sentience</name>
      <text>The intellect devourer can sense the presence and location of any creature within 300 feet of it that has an Intelligence of 3 or higher, regardless of interposing barriers, unless the creature is protected by a mind blank spell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The intellect devourer makes one attack with its claws and uses Devour Intellect.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <action>
        <name>Devour Intellect</name>
      <text>The intellect devourer targets one creature it can see within 10 feet of it that has a brain. The target must succeed on a DC 12 Intelligence saving throw against this magic or take 11 (2d10) psychic damage. Also on a failure, roll 3d6: If the total equals or exceeds the target's Intelligence score, that score is reduced to 0. The target is stunned until it regains at least one point of Intelligence.</text>
      <attack>Devour Intellect||2d10</attack>
      </action>
    <action>
        <name>Body Thief</name>
      <text>The intellect devourer initiates an Intelligence contest with an incapacitated humanoid within 5 feet of it that isn't protected by protection from evil and good. If it wins the contest, the intellect devourer magically consumes the target's brain, teleports into the target's skull, and takes control of the target's body. While inside a creature, the intellect devourer has total cover against attacks and other effects originating outside its host. The intellect devourer retains its Intelligence, Wisdom, and Charisma scores, as well as its understanding of Deep Speech, its telepathy, and its traits. It otherwise adopts the target's statistics. It knows everything the creature knew, including spells and languages.</text>
      <text>If the host body dies, the intellect devourer must leave it. A protection from evil and good spell cast on the body drives the intellect devourer out. The intellect devourer is also forced out if the target regains its devoured brain by means of a wish. By spending 5 feet of its movement, the intellect devourer can voluntarily leave the body, teleporting to the nearest unoccupied space within 5 feet of it. The body then dies, unless its brain is restored within 1 round.</text>
      </action>
    <description>An intellect devourer resembles a walking brain protected by a crusty covering and set on bestial clawed legs. This foul aberration feeds on the intelligence of sentient creatures, taking over a victim's body on behalf of its mind flayer masters.
Illithid Creations. Mind flayers breed intellect devourers to serve as roaming hunters of the Underdark, creating an intellect devourer by taking the brain of a thrall and subjecting it to a horrible ritual. As it sprouts legs, the brain becomes an intelligent predator as twisted and evil as its masters.
Deadly Puppet Masters. An intellect devourer consumes a creature's mind and memories, then turns the host body into a puppet under its control. An intellect devourer typically uses its puppet host to lure others into the domain of the mind flayers to be enthralled or consumed.
Source: Monster Manual p. 191, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Invisible Stalker</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>14</ac>
    <hp>104 (16d8+32)</hp>
    <speed>walk 50 ft., fly 50 ft.</speed>
    <str>16</str>
    <dex>19</dex>
    <con>14</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +8, Stealth +10</skill>
    <passive>18</passive>
    <languages>Auran, understands Common but doesn't speak it</languages>
    <cr>6</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Invisibility</name>
      <text>The stalker is invisible.</text>
      </trait>
    <trait>
        <name>Faultless Tracker</name>
      <text>The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The stalker also knows the location of its summoner.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The stalker makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Slam|+6|2d6+3</attack>
      </action>
    <description>An invisible stalker is an air elemental that has been summoned from its native plane and transformed by powerful magic. Its sole purpose is to hunt down creatures and retrieve objects for its summoner. When it is defeated or the magic that binds it expires, an invisible stalker vanishes in a gust of wind.
Directed Hunter. When an invisible stalker is created, it stays at its summoner's side until it is given a task to perform. If an assignment doesn't involve hunting down and slaying a specific creature or recovering an object, the magic that created the invisible stalker ends and the elemental is released. Otherwise, it completes the task, then returns to its summoner for more commands, forced to serve until the magic that binds it expires. If its summoner dies in the interim, the invisible stalker vanishes after completing its task.
An invisible stalker is an unwilling servant at best. It resents any undertaking assigned to it. A mission that requires significant time might drive the invisible stalker to pervert the intent of a command unless it is worded carefully.
Unseen Threat. Invisible stalkers are composed of air and are naturally invisible. A creature might hear and feel an invisible stalker in passing, but the elemental remains invisible even when it attacks. A spell that allows someone to see the invisible reveals only the invisible stalker's vague outline.
Elemental Nature. An invisible stalker requires no air, food, drink, or sleep.
Source: Monster Manual p. 192, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Iron Golem</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>20 (natural armor)</ac>
    <hp>210 (20d10+100)</hp>
    <speed>walk 30 ft.</speed>
    <str>24</str>
    <dex>9</dex>
    <con>20</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>16</cr>
    <resist></resist>
    <immune>fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fire Absorption</name>
      <text>Whenever the golem is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two melee attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 20 (3d8 + 7) bludgeoning damage.</text>
      <attack>Slam|+13|3d8+7</attack>
      </action>
    <action>
        <name>Sword</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 23 (3d10 + 7) slashing damage.</text>
      <attack>Sword|+13|3d10+7</attack>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>The golem exhales poisonous gas in a 15-foot cone. Each creature in that area must make a DC 19 Constitution saving throw, taking 45 (10d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Poison Breath (Recharge 5-6)||10d8</attack>
      </action>
    <description>The mightiest of the golems, the iron golem is a massive, towering giant wrought of heavy metal. An iron golem's shape can be worked into any form, though most are fashioned to look like giant suits of armor. Its fist can destroy creatures with a single blow, and its clanging steps shake the earth beneath its feet. Iron golems wield enormous blades to extend their reach, and all can belch clouds of deadly poison.
An iron golem's body is smelted with rare tinctures and admixtures. Though other golems bear weaknesses inherent in their materials or the power of the elemental spirit bound within them, iron golems were designed to be nearly invulnerable. Their iron bodies imprison the spirits that drive them, and are susceptible only to weapons imbued with magic or the strength of adamantine.
Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.
To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.
Elemental Spirit in Material Form.  The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.
A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Ageless Guardians.  Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
Constructed Nature.  A golem doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 170, Curse of Strahd, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Jackal</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>3 (1d6)</hp>
    <speed>walk 40 ft.</speed>
    <str>8</str>
    <dex>15</dex>
    <con>11</con>
    <int>3</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The jackal has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The jackal has advantage on an attack roll against a creature if at least one of the jackal's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) piercing damage.</text>
      <attack>Bite|+1|1d4-1</attack>
      </action>
    <description>
Source: Monster Manual p. 331, Ghosts of Saltmarsh</description>
    <environment>grassland, desert</environment>
    </monster>
  <monster>
      <name>Jackalwere</name>
    <size>M</size>
    <type>humanoid (shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 40 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>11</con>
    <int>13</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +4, Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Common (can't speak in jackal form)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>The jackalwere can use its action to polymorph into a specific Medium human or a jackal-humanoid hybrid, or back into its true form (that of a Small jackal). Other than its size, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The jackalwere has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The jackalwere has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite (Jackal or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite (Jackal or Hybrid Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Scimitar (Human or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar (Human or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sleep Gaze</name>
      <text>The jackalwere gazes at one creature it can see within 30 feet of it. The target must make a DC 10 Wisdom saving throw. On a failed save, the target succumbs to a magical slumber, falling unconscious for 10 minutes or until someone uses an action to shake the target awake. A creature that successfully saves against the effect is immune to this jackalwere's gaze for the next 24 hours. Undead and creatures immune to being charmed aren't affected by it.</text>
      </action>
    <description>Ordinary jackals tainted by demonic power, jackalweres haunt roads and trails, waylaying and murdering those they meet.
A jackalwere has three physical forms that it shifts between. In its true form, it is indistinguishable from a normal jackal. It can take human form, often appearing gaunt and affecting a wretched demeanor to beg goodwill from strangers. When travelers welcome a jackalwere into their midst, the monster adopts its human-sized hybrid form, with the fur and head of a jackal but standing on two legs as it attacks.
Beguilers and Cowards. The demon lord Graz'zt created jackalweres to serve his devoted servants, the lamias. Reaching out from the Abyss, he bestowed jackals with the gift of speech and the ability to assume humanoid forms. A jackalwere is born to lie, and perceptive creatures might notice it wincing in pain when it speaks the truth.
A jackalwere prefers to fight alongside jackals and others of its kind. Under the direction of jackalweres, jackals are fierce and loyal companions.
Supernatural Servants. Jackalweres kidnap humanoids for their lamia masters, condemning victims to a lifetime of slavery or an agonizing death. A jackalwere's magical gaze renders a foe unconscious, allowing the monster to bind a creature or drag it away.
A jackalwere might also use its gaze to incapacitate a deadly enemy long enough to make good its escape.
Source: Monster Manual p. 193, Princes of the Apocalypse, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, desert</environment>
    </monster>
  <monster>
      <name>Kenku</name>
    <size>M</size>
    <type>humanoid (kenku)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>16</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Deception +4, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>understands Auran and Common but speaks only through the use of its Mimicry trait</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, the kenku has advantage on attack rolls against any creature it surprised.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The kenku can mimic any sounds it has heard, including voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      </action>
    <description>Kenku are feathered humanoids that wander the world as vagabonds, driven by greed. They can perfectly imitate any sound they hear.
Fallen Flocks. Kenku wear ill-fitting cloaks, robes, and rags. These garments cover the soft, sleek feathers of their bodies, shrouding their bare arms and legs. They tread lightly when they walk, on talons made for grasping the branches of trees and seizing prey from the lofty skies. Soft as the wind they move, so as not to draw attention to their shameful forms.
Once, the kenku held the wind in their wings, embracing the gusty sky and singing the sweet language of birdsong. Serving a master whose identity is now lost to their memory, the kenku coveted the glittering baubles of his household, and longed to speak so that they could cajole and swindle others out of such treasures. Stealing the secret of speech from a volume in their master's library, they disguised themselves in rags to beg for pretty things. When their master learned of their greed, he stripped away their wings as punishment, forcing them to beg forever.
Speech in Pantomime.  Kenku can mimic the sound of anything they hear. A kenku asking for money might make the sound of coins clinking together, and a kenku referring to a busy marketplace can reproduce the cacophony of hawking vendors, barking dogs, bleating sheep, and the cries of street urchins. When mimicking voices, they can only repeat words and phrases they have heard, not create new sentences. To converse with a kenku is to witness a performance of imitated sounds and almost nonsensical verse.
Kenku speak to one another in much the same way. Because they are adept at interpreting one another's glances and gestures, the sounds they make to communicate complex ideas or emotions can be succinct. Groups of kenku also develop secret codes. For example, a cat's meow might be the secret code for "Prepare to attack!" or "Flee for your lives!" Their talent for mimicry extends to handwriting, and criminal organizations often employ kenku to forge documents. When a kenku commits a crime, it might forge evidence to implicate another creature.
The Wistful Wingless. All kenku pine for the ability to fly, and thus the punishments they mete out to one another often involve false wings, such as heavy wings of wood borne as a mark of shame. As a final, tragic reminder of the wings they once had, kenku carry out executions by hurling their condemned from tall buildings or cliffs.
Source: Monster Manual p. 194, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Killer Whale</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>90 (12d12+12)</hp>
    <speed>swim 60 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>13</con>
    <int>3</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The whale can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>Hold Breath</name>
      <text>The whale can hold its breath for 30 minutes</text>
      </trait>
    <trait>
        <name>Keen Hearing</name>
      <text>The whale has advantage on Wisdom (Perception) checks that rely on hearing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 21 (5d6 + 4) piercing damage.</text>
      <attack>Bite|+6|5d6+4</attack>
      </action>
    <description>
Source: Monster Manual p. 331, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Knight</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>14</con>
    <int>11</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Con +4, Wis +2</save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Brave</name>
      <text>The knight has advantage on saving throws against being frightened.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The knight makes two melee attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Greatsword|+5|2d6+3</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
      <attack>Heavy Crossbow|+2|1d10</attack>
      </action>
    <action>
        <name>Leadership (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the knight can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the knight. A creature can benefit from only one Leadership die at a time. This effect ends if the knight is incapacitated.</text>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The knight adds 2 to its AC against one melee attack that would hit it. To do so, the knight must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Knights are warriors who pledge service to rulers, religious orders, and noble causes. A knight's alignment determines the extent to which a pledge is honored. Whether undertaking a quest or patrolling a realm, a knight often travels with an entourage that includes squires and hirelings who are commoners.
Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kobold</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>5 (2d6-2)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>9</con>
    <int>8</int>
    <wis>7</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Draconic</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
Strength in Numbers.  Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.
Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.
The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.
Source: Monster Manual p. 195, Hoard of the Dragon Queen, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description>
    <environment>forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Kraken</name>
    <size>G</size>
    <type>monstrosity (titan)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>472 (27d20+189)</hp>
    <speed>walk 20 ft., swim 60 ft.</speed>
    <str>30</str>
    <dex>11</dex>
    <con>25</con>
    <int>22</int>
    <wis>18</wis>
    <cha>20</cha>
    <save>Str +17, Dex +7, Con +14, Int +13, Wis +11</save>
    <skill></skill>
    <passive>14</passive>
    <languages>Abyssal, Celestial, Infernal, Primordial, telepathy 120 ft. but can't speak</languages>
    <cr>23</cr>
    <resist></resist>
    <immune>lightning; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened, paralyzed</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The kraken can breathe air and water.</text>
      </trait>
    <trait>
        <name>Freedom of Movement</name>
      <text>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.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The kraken deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kraken makes three tentacle attacks, each of which it can replace with one use of Fling.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 5 ft., one target. 23 (3d8 + 10) piercing damage. If the target is a Large or smaller creature grappled by the kraken, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the kraken, and it takes 42 (12d6) acid damage at the start of each of the kraken's turns. If the kraken takes 50 damage or more on a single turn from a creature inside it, the kraken must succeed on a DC 25 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the kraken. If the kraken dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.</text>
      <attack>Bite|+17|3d8+10</attack>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +17 to hit, reach 30 ft., one target. 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained. The kraken has ten tentacles, each of which can grapple one target.</text>
      <attack>Tentacle|+17|3d6+10</attack>
      </action>
    <action>
        <name>Fling</name>
      <text>One Large or smaller object held or creature grappled by the kraken is thrown up to 60 feet in a random direction and knocked prone. If a thrown target strikes a solid surface, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.</text>
      </action>
    <action>
        <name>Lightning Storm</name>
      <text>The kraken magically creates three bolts of lightning, each of which can strike a target the kraken can see within 120 feet of it. A target must make a DC 23 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Storm||4d10</attack>
      </action>
    <legendary>
        <text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tentacle Attack or Fling</name>
      <text>The kraken makes one tentacle attack or uses its Fling.</text>
      </legendary>
    <legendary>
        <name>Lightning Storm (Costs 2 Actions)</name>
      <text>The kraken uses Lightning Storm.</text>
      </legendary>
    <legendary>
        <name>Ink Cloud (Costs 3 Actions)</name>
      <text>While underwater, the kraken expels an ink cloud in a 60-foot radius. The cloud spreads around corners, and that area is heavily obscured to creatures other than the kraken. Each creature other than the kraken that ends its turn there must succeed on a DC 23 Constitution saving throw, taking 16 (3d10) poison damage on a failed save, or half as much damage on a successful one. A strong current disperses the cloud, which otherwise disappears at the end of the kraken's next turn.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the kraken takes a lair action to cause one of the following magical effects:</text>
      <text>• A strong current moves through the kraken's lair. Each creature within 60 feet of the kraken must succeed on a DC 23 Strength saving throw or be pushed up to 60 feet away from the kraken. On a success, the creature is pushed 10 feet away from the kraken.</text>
      <text>• Creatures in the water within 60 feet of the kraken have vulnerability to lightning damage until initiative count 20 on the next round.</text>
      <text>• The water in the kraken's lair becomes electrically charged. All creatures within 120 feet of the kraken must succeed on a DC 23 Constitution saving throw, taking 10 (3d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a kraken's lair is warped by the creature's blasphemous presence, creating the following magical effects:</text>
      <text>• The kraken can alter the weather at will in a 6-mile radius centered on its lair. The effect is identical to the control weather spell.</text>
      <text>• Water elementals coalesce within 6 miles of the lair. These elementals can't leave the water and have Intelligence and Charisma scores of 1 (-5).</text>
      <text>• Aquatic creatures within 6 miles of the lair that have an Intelligence score of 2 or lower are charmed by the kraken and aggressive toward intruders in the area.</text>
      <text>When the kraken dies, all of these regional effects fade immediately.</text>
      </legendary>
    <description>Beneath the waves, the kraken sleeps for untold ages, awaiting some fell sign or calling. Land-born mortals who sail the open sea forget the reasons their ancestors dreaded the ocean, even as the races of the deep ignore strange gaps in their histories when their civilizations nearly vanished after the appearance of the tentacled horror.
Leviathans of Legend. At the beginning of time, krakens served as fierce warriors of the gods. When the gods' wars ended, the krakens shrugged free of their servitude, never again to be bound by other beings. Whole nations quake in fear when the kraken emerges from its dark demesne, and even in the middle of the deepest oceans, storms rise or abate according to its will. The kraken is a primeval force that obliterates the greatest achievements of civilization as if they were castles in the sand. Its devastating attacks can destroy ocean trade and halt communication between coastal cities.
An ominous darkness presages a kraken's attack, and a cloud of inky poison colors the water around it. Galleons and warships vanish when its tentacles uncoil from the deep, the kraken breaking their masts like kindling before drawing down ships and crew. Not even landlocked surface dwellers are safe from a kraken's wrath. Krakens can breathe air as easily as water, and some crawl up rivers to nest in freshwater lakes, destroying cities and towns along the way. Adventurers tell of these monsters lairing in the ruins of lakeside citadels, their tentacles twined around leaning towers of disintegrating stone.
Mortal Foes. Some krakens are virtual gods, with cults and minions spread across sea and land. Others are allied with Olhydra, the evil Princess of Elemental Water, and use her cultists to enforce their will on land and sea. A kraken pleased with its worshipers can becalm rough seas and bring a bounteous harvest of fish to the faithful. However, the devious mind of a kraken is ancient beyond reckoning, and is ultimately bent to the ruination of all things.
A Kraken's Lair. A kraken lives in dark depths, usually a sunken rift or a cavern filled with detritus, treasure, and wrecked ships.
Source: Monster Manual p. 197, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Kuo-toa</name>
    <size>M</size>
    <type>humanoid (kuo-toa)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor, shield)</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>13</str>
    <dex>10</dex>
    <con>11</con>
    <int>11</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Undercommon</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The kuo-toa can breathe air and water.</text>
      </trait>
    <trait>
        <name>Otherworldly Perception</name>
      <text>The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
      </trait>
    <trait>
        <name>Slippery</name>
      <text>The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <action>
        <name>Net</name>
      <text>Ranged Weapon Attack: +3 to hit, range 5/15 ft., one Large or smaller creature. The target is restrained. A creature can use its action to make a DC 10 Strength check to free itself or another creature in a net, ending the effect on a success. Dealing 5 slashing damage to the net (AC 10) frees the target without harming it and destroys the net.</text>
      </action>
    <reaction>
        <name>Sticky Shield</name>
      <text>When a creature misses the kuo-toa with a melee weapon attack, the kuo-toa uses its sticky shield to catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to the kuo-toa's shield. If the weapon's wielder can't or won't let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can't be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding.</text>
      </reaction>
    <description>Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.
Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.
God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.
Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.
Multiattack.  The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Source: Monster Manual p. 199, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Kuo-toa Archpriest</name>
    <size>M</size>
    <type>humanoid (kuo-toa)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>97 (13d8+39)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>16</con>
    <int>13</int>
    <wis>16</wis>
    <cha>14</cha>
    <save></save>
    <skill>Perception +9, Religion +7</skill>
    <passive>19</passive>
    <languages>Undercommon</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The kuo-toa can breathe air and water.</text>
      </trait>
    <trait>
        <name>Otherworldly Perception</name>
      <text>The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
      </trait>
    <trait>
        <name>Slippery</name>
      <text>The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kuo-toa makes two melee attacks.</text>
      </action>
    <action>
        <name>Scepter</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage plus 14 (4d6) lightning damage.</text>
      <attack>Scepter|+6|1d6+3</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
      <attack>Unarmed Strike|+6|1d4+3</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The kuo-toa is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): detect magic, sanctuary, shield of faith</text>
      <text>• 2nd level (3 slots): hold person, spiritual weapon</text>
      <text>• 3rd level (3 slots): spirit guardians, tongues</text>
      <text>• 4th level (3 slots): control water, divination</text>
      <text>• 5th level (2 slots): mass cure wounds, scrying</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>guidance, sacred flame, thaumaturgy, detect magic, sanctuary, shield of faith, hold person, spiritual weapon, spirit guardians, tongues, control water, divination, mass cure wounds, scrying</spells>
    <description>Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.
Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.
God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.
Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.
Multiattack.  The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Source: Monster Manual p. 200, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Kuo-toa Monitor</name>
    <size>M</size>
    <type>humanoid (kuo-toa)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor, Unarmored Defense)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>14</con>
    <int>12</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +6, Religion +5</skill>
    <passive>16</passive>
    <languages>Undercommon</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The kuo-toa can breathe air and water.</text>
      </trait>
    <trait>
        <name>Otherworldly Perception</name>
      <text>The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
      </trait>
    <trait>
        <name>Slippery</name>
      <text>The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Unarmored Defense</name>
      <text>The kuo-toa adds its Wisdom modifier to its armor class.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kuo-toa makes one bite attack and two unarmed strikes.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+6|1d4+2</attack>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage plus 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.</text>
      <attack>Unarmed Strike|+6|1d6+2</attack>
      </action>
    <description>Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.
Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.
God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.
Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.
Multiattack.  The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Source: Monster Manual p. 198, Princes of the Apocalypse, Ghosts of Saltmarsh</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kuo-toa Whip</name>
    <size>M</size>
    <type>humanoid (kuo-toa)</type>
    <alignment>Neutral Evil</alignment>
    <ac>11 (natural armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>14</con>
    <int>12</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +6, Religion +5</skill>
    <passive>16</passive>
    <languages>Undercommon</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The kuo-toa can breathe air and water.</text>
      </trait>
    <trait>
        <name>Otherworldly Perception</name>
      <text>The kuo-toa can sense the presence of any creature within 30 feet of it that is invisible or on the Ethereal Plane. It can pinpoint such a creature that is moving.</text>
      </trait>
    <trait>
        <name>Slippery</name>
      <text>The kuo-toa has advantage on ability checks and saving throws made to escape a grapple.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kuo-toa has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kuo-toa makes two attacks: one with its bite and one with its pincer staff.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Pincer Staff</name>
      <text>Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 5 (1d6 + 2) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the kuo-toa can't use its pincer staff on another target.</text>
      <attack>Pincer Staff|+4|1d6+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The kuo-toa is a 2nd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The kuo-toa has the following cleric spells prepared:</text>
      <text>Cantrips (at will): sacred flame, thaumaturgy</text>
      <text>• 1st level (3 slots): bane, shield of faith</text>
      </trait>
    <slots>3</slots>
    <spells>sacred flame, thaumaturgy, bane, shield of faith</spells>
    <description>Kuo-toa are degenerate fishlike humanoids that once inhabited the shores and islands of the surface world. Long ago humans and their ilk drove the kuo-toa underground, where they dwell in madness and everlasting night. Kuo-toa can no longer abide daylight.
Mad Slaves. At the height of the illithid empire, the mind flayers captured kuo-toa by the thousands and forced them into bondage. The kuo-toa were simple creatures, never meant to endure the oppressive mental force the illithids unleashed against them. By the time the mind flayers abandoned them, the prolonged psychic subjugation endured by the kuo-toa had driven them mad.
Their minds shattered beyond repair, the kuo-toa adopted a religious fervor, inventing gods to protect them against threats. Most notable of these threats are the drow, which have slain the kuo-toa on sight since the days when the two races first met.
God Makers. Kuo-toa worship gods of their own insane creation, but if enough kuo-toa believe that a god is real, the energy of their collective subconscious can cause that god to manifest as a physical entity. The form a kuo-toa god takes depends on the inspiration for its divine image, and is usually random or nonsensical.
One of the most revered gods of the kuo-toa is Blibdoolpoolp the Sea Mother, who takes the form of a female human with a crayfish head, a crayfish's claws, and an articulated shell covering her shoulders. Blibdoolpoolp was likely invented by a kuo-toa that improved on a broken human statue by adding the limbs and head of a crustacean. In sudden awe of its handiwork, it then named the resulting form a god.
Kuo-toa that cross paths with an aboleth often find themselves worshiping it as a god, their madness blinding them to the fact that the aboleth is merely using them for its own nefarious ends.
Theocratic Rulers. Kuo-toa archpriests are surrounded by fanatical devotees of their faith. The archpriest of a kuo-toa domain demands that all its subjects worship a specific god. An archpriest's mad belief in its god is so fervent that it manifests the powers of a high cleric. The archpriest can also bestow spells to devout underlings called whips. One or more of these whips are also the archpriest's children, and their primary role in kuo-toan society is to fight to the death to claim the throne when the archpriest dies. If a whip displeases the archpriest, the archpriest can strip it of its spellcasting ability, if not its life.
The archpriest's decrees are enforced by monitors, devout kuo-toa that act as the archpriest's eyes and ears. Monitors are deadly hand-to-hand combatants, and lesser kuo-toa live in fear of them.
Kuo-toa Gear. Many weapons of the kuo-toa are designed to capture rather than kill. Nets are common, though some carry pincer staffs (also called mancatchers) designed to trap and immobilize foes. Kuo-toa warriors also treat their shields with a sticky goo that catches incoming weapons.
In general, kuo-toa don't like the weight of armor on their slippery bodies and rely on their natural rubbery hides for protection. However, they like to wear jewelry made from scavenged bones, shells, pearls, gems, and carapace fragments.
Variant: Kuo-toa Monitor. A kuo-toa monitor has a challenge rating of 3 (700 XP). It has the same statistics as a kuo-toa whip except that it adds its Wisdom modifier to its Armor Class (AC 13), loses the Spellcaster trait, and replaces the whip's action options with the following action options.
Multiattack.  The kuo-toa makes one bite attack and two unarmed strikes.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage + 3 (1d6) lightning damage, and the target can't take reactions until the end of the kuo-toa's next turn.
Source: Monster Manual p. 200, Princes of the Apocalypse, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Lamia</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>97 (13d10+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>15</con>
    <int>14</int>
    <wis>15</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +7, Insight +4, Stealth +3</skill>
    <passive>12</passive>
    <languages>Abyssal, Common</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The lamia makes two attacks: one with its claws and one with its dagger or Intoxicating Touch.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage.</text>
      <attack>Claws|+5|2d10+3</attack>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <action>
        <name>Intoxicating Touch</name>
      <text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. The target is magically cursed for 1 hour. Until the curse ends, the target has disadvantage on Wisdom saving throws and all ability checks.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The lamia's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components.</text>
      <text>At will: disguise self (any humanoid form), major image</text>
      <text>1/day: geas</text>
      <text>3/day each: charm person, mirror image, scrying, suggestion</text>
      </trait>
    <spells>disguise self, major image, geas, charm person, mirror image, scrying, suggestion</spells>
    <description>Ruined desert cities and the tombs of forgotten monarchs make perfect lairs for the wicked lamias. These decadent monsters take what has been forgotten and make it the seat of their hedonistic rule, surrounding themselves with sycophants. Lamias rely on jackalweres to perform various tasks, sending them across the wastes to capture slaves or steal treasures from caravans, encampments, or villages, concealed by the lamia's magic as they attack.
A lamia has a beautiful humanoid upper body that merges into a powerful four-legged leonine form. Its vicious black claws speak to its predatory nature, as does its hunger for torture and humanoid flesh.
Tyrants of Pleasure. Lamias adorn their crumbling havens with finery stolen from passing caravans, then use magic to further accentuate their lairs, masking decay with illusion. A lair's breathtaking gardens, finely decorated apartments, and numerous slaves seem at odds with its remoteness and state of ruin.
Using its intoxicating touch, a lamia weakens the minds of its enemies, making them more susceptible to its enchantment spells and turning them into its slaves. Those it beguiles with geas spells are pitted against each other in elaborate contests for the lamia's amusement.
Vain Predators. Always anxious to gain more wealth and slaves, a lamia uses a pool of water or a mirror in conjunction with a scrying spell to view its domain. A lamia uses this power to watch over trade routes and nearby settlements, or to seek out objects and creatures it fancies.
Lamias are particularly fond of seeking out adventurers with pure hearts to seduce and corrupt to evil, savoring the destruction of their virtue. They use their magic to lure potential victims to their lairs, relying on illusion and their thralls to capture hapless foes. Lamias prize beauty and strength above all else, however. Any prisoner that falls short of their esteem becomes the main course in a horrible feast, or is set free to die while wandering the wastes.
As long as they have slaves to face their enemies, lamias fight from the fringes, beguiling foes with magic if they can. A lamia pressed into melee never stays there for long, shredding flesh with claw and dagger before springing away to safety.
Minions of Graz'zt. The demon lord Graz'zt creates lamias from his mortal servants, granting them immortality in return for monstrous power and an oath of fealty. Graz'zt sometimes tasks lamias with guarding locations important to him, but lamias in his service remain free to spread their evil as they see fit.
Source: Monster Manual p. 201, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Lemure</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>7</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 15 ft.</speed>
    <str>10</str>
    <dex>5</dex>
    <con>11</con>
    <int>1</int>
    <wis>11</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Infernal but can't speak</languages>
    <cr>0</cr>
    <resist>cold</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the lemure's darkvision.</text>
      </trait>
    <trait>
        <name>Hellish Rejuvenation</name>
      <text>A lemure that dies in the Nine Hells comes back to life with all its hit points in 1d10 days unless it is killed by a good-aligned creature with a bless spell cast on that creature or its remains are sprinkled with holy water.</text>
      </trait>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d4) bludgeoning damage</text>
      <attack>Fist|+3|1d4</attack>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 76, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lich</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>17 (natural armor)</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>16</con>
    <int>20</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +10, Int +12, Wis +9</save>
    <skill>Arcana +19, History +12, Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>Common plus up to five other languages</languages>
    <cr>21</cr>
    <resist>cold, lightning, necrotic</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the lich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>If it has a phylactery, a destroyed lich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The lich has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Paralyzing Touch</name>
      <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Paralyzing Touch|+12|3d6</attack>
      </action>
    <legendary>
        <text>The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>The lich casts a cantrip.</text>
      </legendary>
    <legendary>
        <name>Paralyzing Touch (Costs 2 Actions)</name>
      <text>The lich uses its Paralyzing Touch.</text>
      </legendary>
    <legendary>
        <name>Frightening Gaze (Costs 2 Actions)</name>
      <text>The lich fixes its gaze on one creature it can see within 10 feet of it. The target must succeed on a DC 18 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the lich's gaze for the next 24 hours.</text>
      </legendary>
    <legendary>
        <name>Disrupt Life (Costs 3 Actions)</name>
      <text>Each non-undead creature within 20 feet of the lich must make a DC 18 Constitution saving throw against this magic, taking 21 (6d6) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the lich can take a lair action to cause one of the following magical effects; the lich can't use the same effect two rounds in a row:</text>
      <text>• The lich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.</text>
      <text>• The lich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the lich to the target. Whenever the lich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the lich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the lich or the target is no longer in the lich's lair.</text>
      <text>• The lich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the lich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The lich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): detect magic, magic missile, shield, thunderwave</text>
      <text>• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball</text>
      <text>• 4th level (3 slots): blight, dimension door</text>
      <text>• 5th level (3 slots): cloudkill, scrying</text>
      <text>• 6th level (1 slots): disintegrate, globe of invulnerability</text>
      <text>• 7th level (1 slots): finger of death, plane shift</text>
      <text>• 8th level (1 slots): dominate monster, power word stun</text>
      <text>• 9th level (1 slots): power word kill</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill</spells>
    <description>Liches are the remains of great wizards who embrace undeath as a means of preserving themselves. They further their own power at any cost, having no interest in the affairs of the living except where those affairs interfere with their own. Scheming and insane, they hunger for long-forgotten knowledge and the most terrible secrets. Because the shadow of death doesn't hang over them, they can conceive plans that take years, decades, or centuries to come to fruition.
A lich is a gaunt and skeletal humanoid with withered flesh stretched tight across its bones. Its eyes succumbed to decay long ago, but points of light burn in its empty sockets. It is often garbed in the moldering remains of fine clothing and jewelry worn and dulled by the passage of time.
Secrets of Undeath. No wizard takes up the path to lichdom on a whim, and the process of becoming a lich is a well-guarded secret. Wizards that seek lichdom must make bargains with fiends, evil gods, or other foul entities. Many turn to Orcus, Demon Prince of Undeath, whose power has created countless liches. However, those that control the power of lichdom always demand fealty and service for their knowledge.
A lich is created by an arcane ritual that traps the wizard's soul within a phylactery. Doing so binds the soul to the mortal world, preventing it from traveling to the Outer Planes after death. A phylactery is traditionally an amulet in the shape of a small box, but it can take the form of any item possessing an interior space into which arcane sigils of naming, binding, immortality, and dark magic are scribed in silver.
With its phylactery prepared, the future lich drinks a potion of transformation-a vile concoction of poison mixed with the blood of a sentient creature whose soul is sacrificed to the phylactery. The wizard falls dead, then rises as a lich as its soul is drawn into the phylactery, where it forever remains.
Soul Sacrifices. A lich must periodically feed souls to its phylactery to sustain the magic preserving its body and consciousness. It does this using the imprisonment spell. Instead of choosing one of the normal options of the spell, the lich uses the spell to magically trap the target's body and soul inside its phylactery. The phylactery must be on the same plane as the lich for the spell to work. A lich's phylactery can hold only one creature at a time, and a dispel magic cast as a 9th-level spell upon the phylactery releases any creature imprisoned within it. A creature imprisoned in the phylactery for 24 hours is consumed and destroyed utterly, whereupon nothing short of divine intervention can restore it to life.
A lich that fails or forgets to maintain its body with sacrificed souls begins to physically fall apart, and might eventually become a demilich.
Death and Restoration. When a lich's body is broken by accident or assault, the will and mind of the lich drains from it, leaving only a lifeless corpse behind. Within days, a new body reforms next to the lich's phylactery, coalescing out of glowing smoke that issues from the device. Because the destruction of its phylactery means the possibility of eternal death, a lich usually keeps its phylactery in a hidden, well-guarded location.
Destroying a lich's phylactery is no easy task and often requires a special ritual, item, or weapon. Every phylactery is unique, and discovering the key to its destruction can be a quest in and of itself.
Lonely Existence. From time to time, a lich might be stirred from its single-minded pursuit of power to take an interest in the world around it, most often when some great event reminds it of the life it once led. It otherwise lives in isolation, engaging only with those creatures whose service helps secure its lair.
Few liches call themselves by their former names, instead adopting monikers such as the Black Hand or the Forgotten King.
Magic Collectors. Liches collect spells and magic items. In addition to its spell repertoire, a lich has ready access to potions, scrolls, libraries of spellbooks, one or more wands, and perhaps a staff or two. It has no qualms about putting these treasures to use whenever its lair comes under attack.
Undead Nature. A lich doesn't require air, food, drink, or sleep.
A Lich's Lair. A lich often haunts the abode it favored in life, such as a lonely tower, a haunted ruin, or an academy of black magic. Alternatively, some liches construct secret tombs filled with powerful guardians and traps. Everything about a lich's lair reflects its keen mind and wicked cunning, including the magic and mundane traps that secure it. Undead, constructs, and bound demons lurk in shadowy recesses, emerging to destroy those who dare to disturb the lich's work.
A lich encountered in its lair has a challenge rating of 22 (41,000 XP).
Source: Monster Manual p. 202, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lion</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>26 (4d10+4)</hp>
    <speed>walk 50 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>13</con>
    <int>3</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The lion has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The lion has advantage on an attack roll against a creature if at least one of the lion's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text>
      </trait>
    <trait>
        <name>Running Leap</name>
      <text>With a 10-foot running start, the lion can long jump up to 25 feet.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <description>
Source: Monster Manual p. 331, Tales from the Yawning Portal, Tomb of Annihilation</description>
    <environment>mountain, grassland, hill, desert</environment>
    </monster>
  <monster>
      <name>Lizard</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>2</str>
    <dex>11</dex>
    <con>10</con>
    <int>1</int>
    <wis>8</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 332, Tomb of Annihilation</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lizard King</name>
    <size>M</size>
    <type>humanoid (lizardfolk)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>15</con>
    <int>11</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Con +4, Wis +2</save>
    <skill>Perception +4, Stealth +5, Survival +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Draconic</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hold Breath</name>
      <text>The lizardfolk can hold its breath for 15 minutes.</text>
      </trait>
    <trait>
        <name>Skewer</name>
      <text>Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.</text>
      <attack>Claws|+5|1d4+3</attack>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Trident|+5|1d6+3</attack>
      </action>
    <description>Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.
Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 205, Princes of the Apocalypse, Ghosts of Saltmarsh, Tasha's Cauldron of Everything</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Lizard Queen</name>
    <size>M</size>
    <type>humanoid (lizardfolk)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>15</con>
    <int>11</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Con +4, Wis +2</save>
    <skill>Perception +4, Stealth +5, Survival +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Draconic</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hold Breath</name>
      <text>The lizardfolk can hold its breath for 15 minutes.</text>
      </trait>
    <trait>
        <name>Skewer</name>
      <text>Once per turn, when the lizardfolk makes a melee attack with its trident and hits, the target takes an extra 10 (3d6) damage, and the lizardfolk gains temporary hit points equal to the extra damage dealt.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The lizardfolk makes two attacks: one with its bite and one with its claws or trident or two melee attacks with its trident.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) slashing damage.</text>
      <attack>Claws|+5|1d4+3</attack>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Trident|+5|1d6+3</attack>
      </action>
    <description>Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.
Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 205</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Lizardfolk</name>
    <size>M</size>
    <type>humanoid (lizardfolk)</type>
    <alignment>Neutral</alignment>
    <ac>15 (natural armor, shield)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>7</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +4, Survival +5</skill>
    <passive>13</passive>
    <languages>Draconic</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The lizardfolk can hold its breath for 15 minutes.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The lizardfolk makes two melee attacks, each one with a different weapon.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Heavy Club</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Heavy Club|+4|1d6+2</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Javelin|+4|1d6+2</attack>
      </action>
    <action>
        <name>Spiked Shield</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Spiked Shield|+4|1d6+2</attack>
      </action>
    <description>Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.
Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 204, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Lizardfolk Shaman</name>
    <size>M</size>
    <type>humanoid (lizardfolk)</type>
    <alignment>Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>10</int>
    <wis>15</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4, Stealth +4, Survival +6</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The lizardfolk can hold its breath for 15 minutes.</text>
      </trait>
    <action>
        <name>Multiattack (Lizardfolk Form Only)</name>
      <text>The lizardfolk makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage, or 7 (1d10 + 2) piercing damage in crocodile form. If the lizardfolk is in crocodile form and the target is a Large or smaller creature, the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the lizardfolk can't bite another target. If the lizardfolk reverts to its true form, the grapple ends.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claws (Lizardfolk Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws (Lizardfolk Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Change Shape (Recharges after a Short or Long Rest)</name>
      <text>The lizardfolk magically polymorphs into a crocodile, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, 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.</text>
      </action>
    <trait>
        <name>Spellcasting (Lizardfolk Form Only)</name>
      <text>The lizardfolk is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The lizardfolk has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, produce flame, thorn whip</text>
      <text>• 1st level (4 slots): entangle, fog cloud</text>
      <text>• 2nd level (3 slots): heat metal, spike growth</text>
      <text>• 3rd level (2 slots): conjure animals (reptiles only), plant growth</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>druidcraft, produce flame, thorn whip, entangle, fog cloud, heat metal, spike growth, conjure animals, plant growth</spells>
    <description>Lizardfolk are primitive reptilian humanoids that lurk in the swamps and jungles of the world. Their hut villages thrive in forbidding grottos, half-sunken ruins, and watery caverns.
Territorial Xenophobes. Lizardfolk deal and trade with other races only rarely. Fiercely territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into blundering into the lairs of crocodiles and other dangerous creatures.
Lizardfolk have no notion of traditional morality, and they find the concepts of good and evil utterly alien. Truly neutral creatures, they kill when it is expedient and do whatever it takes to survive.
Lizardfolk rarely stray beyond their claimed hunting grounds. Any creature that enters their territory is fair game to be stalked, killed, and devoured. They make no distinction between humanoids, beasts, and monsters. Similarly, lizardfolk don't like reaching too far beyond their borders, where they could easily become the hunted instead of the hunters.
Occasions might arise when lizardfolk will form alliances with their neighbors. These lizardfolk usually learn firsthand that humans, dwarves, halflings, and elves can sometimes prove helpful or trustworthy. Once lizardfolk forge ties with outsiders, they are steadfast and fierce allies.
Great Feasts and Sacrifices. Lizardfolk are omnivorous, but they have a taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat.
Victims are either cooked and eaten by the tribe, or are sacrificed to Semuanya, the lizardfolk god.
Canny Crafters. Though they aren't skilled artisans, lizardfolk craft tools and ornamental jewelry out of the bones of their kills, and they use the hides and shells of dead monsters to create shields.
Lizardfolk Leaders. Lizardfolk respect and fear magic with a religious awe. Lizardfolk shamans lead their tribes, overseeing rites and ceremonies performed to honor Semuanya. From time to time, however, a lizardfolk tribe produces a powerful figure touched not by Semuanya but by Sess'inek-a reptilian demon lord who seeks to corrupt and control the lizardfolk.
Lizardfolk born in Sess'inek's image are larger and more cunning than other lizardfolk, and are thoroughly evil. These lizard kings and queens dominate lizardfolk tribes, usurping a shaman's authority and inspiring uncharacteristic aggression among their subjects.
Dragon Worshipers. Lizardfolk speak Draconic, which they are thought to have learned from dragons in ancient times. A tribe that wanders into the territory of a dragon will offer it tribute to win its favor. An evil dragon might exploit lizardfolk for its own vile ends, turning them into raiders and plunderers.
Source: Monster Manual p. 205, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Mage</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archmage or mage) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The mage has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, mage hand, prestidigitation, detect magic, mage armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>Mages spend their lives in the study and practice of magic. Good-aligned mages offer counsel to nobles and others in power, while evil mages dwell in isolated sites to perform unspeakable experiments without interference.
Source: Monster Manual p. 347, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Magma Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>22 (5d6+5)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>8</str>
    <dex>12</dex>
    <con>12</con>
    <int>7</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>10</passive>
    <languages>Ignan, Terran</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable>cold</vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it explodes in a burst of lava. Each creature within 5 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the mephit remains motionless, it is indistinguishable from an ordinary mound of magma.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 3 (1d4 + 1) slashing damage plus 2 (1d4) fire damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 6)</name>
      <text>The mephit exhales a 15-foot cone of fire. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 6)||2d6</attack>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The mephit can innately cast heat metal (spell save DC 10), requiring no material components. Its innate spellcasting ability is Charisma.</text>
      <text>At will: heat metal</text>
      </trait>
    <spells>heat metal</spells>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 216, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Magmin</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>9 (2d6+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>12</con>
    <int>8</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Ignan</languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 feet of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren't being worn or carried in that area are ignited.</text>
      </trait>
    <trait>
        <name>Ignited Illumination</name>
      <text>As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
      </trait>
    <action>
        <name>Touch</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.</text>
      <attack>Touch|+4|2d6</attack>
      </action>
    <description>A grinning, mischievous magmin resembles a stumpy humanoid sculpted from a black shell of magma. Even when it isn't ablaze and radiating heat like a bonfire, small jets of flame erupt from its porous skin.
Summoned Pyromaniacs. Magmins are fire elemental spirits bound into physical forms by magic, and they appear in the Material Plane only when summoned. They view flammable objects as kindling for a grand conflagration, and only the magical control exerted by their summoners keeps them from setting everything they touch ablaze. Their propensity for fire and havoc makes them ideal for spreading chaos and destruction. A mob of magmins summoned inside a castle can reduce it to a burning shell within minutes. 
Fiery Destruction. Although its flame is potent, the magmin's hard magma shell prevents it from instantly igniting everything it comes into contact with. However, like the fires inside them, magmins are capricious and unpredictable. Moreover, as simple elemental creations, they are oblivious to the harm their native element causes creatures of the Material Plane.
If it has the opportunity while in service to its master, a magmin seeks out areas of great heat, such as forest fires or the bubbling magma of an active volcano. At other times, a magmin compulsively looses fire from its fingertips, delighting in setting objects ablaze.
Source: Monster Manual p. 212, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mammoth</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>126 (11d12+55)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>9</dex>
    <con>21</con>
    <int>3</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Trampling Charge</name>
      <text>If the mammoth moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the mammoth can make one stomp attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 25 (4d8 + 7) piercing damage.</text>
      <attack>Gore|+10|4d8+7</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one prone creature. 29 (4d10 + 7) bludgeoning damage.</text>
      <attack>Stomp|+10|4d10+7</attack>
      </action>
    <description>A mammoth is an elephantine creature with thick fur and long tusks. Stockier and fiercer than normal elephants, mammoths inhabit a wide range of climes, from subarctic to subtropical.
Source: Monster Manual p. 332, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Manes</name>
    <size>S</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>9 (natural armor)</ac>
    <hp>9 (2d6+2)</hp>
    <speed>walk 20 ft.</speed>
    <str>10</str>
    <dex>9</dex>
    <con>13</con>
    <int>3</int>
    <wis>8</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>1/8</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage.</text>
      <attack>Claws|+2|2d4</attack>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 60, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Manticore</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>68 (8d10+24)</hp>
    <speed>walk 30 ft., fly 50 ft.</speed>
    <str>17</str>
    <dex>16</dex>
    <con>17</con>
    <int>7</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Tail Spike Regrowth</name>
      <text>The manticore has twenty-four tail spikes. Used spikes regrow when the manticore finishes a long rest.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The manticore makes three attacks: one with its bite and two with its claws or three with its tail spikes.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <action>
        <name>Tail Spike</name>
      <text>Ranged Weapon Attack: +5 to hit, range 100/200 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Tail Spike|+5|1d8+3</attack>
      </action>
    <description>A monster in every sense of the word, a manticore has a vaguely humanoid head, the body of a lion, and the wings of a dragon. A bristling mane stretches down the creature's back, and its long tail ends in a cluster of deadly spikes that can impale prey at impressive range.
Evil Predators. Manticores are fierce killers that hunt far and wide for prey. They work together to take down particularly large or dangerous creatures, sharing the meal once a kill is made. A manticore begins its attack with a volley of tail spikes, then lands and uses its claws and bite. When outdoors and outnumbered, it uses its wings to stay aloft, attacking from a distance until its spikes are depleted.
A manticore isn't particularly bright, but it possesses a malevolent nature and the ability to converse. In the course of attacking, it denigrates its foes and offers to kill them swiftly if they beg for their lives. If a manticore sees an advantage to be gained by sparing a creature's life, it does so, asking for a tribute or sacrifice equal to its loss of food.
Monstrous Relationships. Manticores serve wicked masters that treat them well and provide regular prey. A manticore might provide aerial support for an orc horde or a hobgoblin army. Another could serve as a hunting companion for a hill giant chief, or guard the entrance to a lamia's lair.
The manticores' greatest territorial rivals include chimeras, griffons, perytons, and wyverns. Manticores hunting as a pack often have the advantage of greater numbers. In addition to these creatures, manticores fear dragons and avoid them.
Source: Monster Manual p. 213, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros</description>
    <environment>mountain, grassland, hill, coastal, arctic</environment>
    </monster>
  <monster>
      <name>Marid</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>229 (17d10+136)</hp>
    <speed>walk 30 ft., fly 60 ft., swim 90 ft.</speed>
    <str>22</str>
    <dex>12</dex>
    <con>26</con>
    <int>18</int>
    <wis>17</wis>
    <cha>18</cha>
    <save>Dex +5, Wis +7, Cha +8</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Aquan</languages>
    <cr>11</cr>
    <resist>acid, cold, lightning</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The marid can breathe air and water.</text>
      </trait>
    <trait>
        <name>Elemental Demise</name>
      <text>If the marid dies, its body disintegrates into a burst of water and foam, leaving behind only equipment the marid was wearing or carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The marid makes two trident attacks.</text>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. or range 20/60 ft., one target. 13 (2d6 + 6) piercing damage, or 15 (2d8 + 6) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Trident|+10|2d6+6</attack>
      </action>
    <action>
        <name>Water Jet</name>
      <text>The marid magically shoots water in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw. On a failure, a target takes 21 (6d6) bludgeoning damage and, if it is Huge or smaller, is pushed up to 20 feet away from the marid and knocked prone. On a success, a target takes half the bludgeoning damage, but is neither pushed nor knocked prone.</text>
      <attack>Water Jet||6d6</attack>
      </action>
    <action>
        <name>Variant: Genie Powers</name>
      <text>Genies have a variety of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.</text>
      <text>Disguises. Some genies can veil themselves in illusion to pass as other similarly shaped creatures. Such genies can innately cast the disguise self spell at will, often with a longer duration than is normal for that spell. Mightier genies can cast the true polymorph spell one to three times per day, possibly with a longer duration than normal. Such genies can change only their own shape, but a rare few can use the spell on other creatures and objects as well.</text>
      <text>Wishes. The genie power to grant wishes is legendary among mortals. Only the most potent genies, such as those among the nobility, can do so. A particular genie that has this power can grant one to three wishes to a creature that isn't a genie. Once a genie has granted its limit of wishes, it can't grant wishes again for some amount of time (usually 1 year), and cosmic law dictates that the same genie can expend its limit of wishes on a specific creature only once in that creature's existence.</text>
      <text>To be granted a wish, a creature within 60 feet of the genie states a desired effect to it. The genie can then cast the wish spell on the creature's behalf to bring about the effect. Depending on the genie's nature, the genie might try to pervert the intent of the wish by exploiting the wish's poor wording. The perversion of the wording is usually crafted to be to the genie's benefit.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The marid's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink</text>
      <text>3/day each: tongues, water breathing, water walk</text>
      <text>1/day each: conjure elemental (water elemental only), control water, gaseous form, invisibility, plane shift</text>
      </trait>
    <spells>create or destroy water, detect evil and good, detect magic, fog cloud, purify food and drink, tongues, water breathing, water walk, conjure elemental, control water, gaseous form, invisibility, plane shift</spells>
    <description>Hailing from the Elemental Plane of Water, the marids are the most wondrous of genie-kind. Although all genies wield great power, even the lowliest marid sees itself as clearly superior to the flighty djinn, the ground-hugging dao, and the fuming efreet. Large and piscine, marids are a strange sight to behold, particularly when clad in the finely stitched vests and colorful pantaloons they favor. They speak in voices as soft as the sea breeze or as sonorous as storm waves breaking against a rocky cliff. In flight, their lower bodies transform into columns of foamy water.
Water Lords. Water is a marid's native element, and the genie can manipulate water in virtually any way it desires. A marid can walk on water and breathe naturally beneath its surface. It can create water or shape clouds of fog and mist from the vapor in the air. It can even transform itself into mist, or use water as a weapon to bludgeon its foes.
Marid Homes. Marids are rare on the Material Plane. They inhabit mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where slaves and guests reside.
A marid doesn't expect much from its slaves, simply wanting to have them for the status of ownership. Marids go out of their way to obtain skilled slaves, and aren't above kidnapping mortal artists, entertainers, or storytellers for use in their courts.
Egotistical Hierarchs. All marids claim a title of nobility, and the race is awash in shahs, sultans, muftis, and khedives. Most of these titles are mere pretense on the part of the self-important marids.
Marids treat all others-including other genies-as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate djinn, dislike dao, and despise efreet.
Humanoids are among the lowest of the creatures that marids must tolerate, although they sometimes deal with powerful wizards and exceptional leaders on an almost-equal footing. Doing so has sometimes proven to be a mistake, since wizards have managed to imprison marids in conch shells, flasks, and decanters over the ages. Bribery and flattery are the best means of dealing with marids, to which an obsequious mortal is a creature that knows its place.
Whimsical Storytellers. Marids are champion tale. Tellers, whose favorite legends emphasize the prowess of marids in general and of the speaker in particular. Fanciful genies, they lie often and creatively. They aren't always malicious in their deception, but embellishments suit their fancy. Marids consider it a crime for a lesser being to interrupt one of their tales, and offending a marid is a sure way to invoke its wrath.
Genies. Genies are rare elemental creatures out of story and legend. Only a few can be found on the Material Plane. The rest reside on the Elemental Planes, where they rule from lavish palaces and are attended by worshipful slaves.
Genies are as brilliant as they are mighty, as proud as they are majestic. Haughty and decadent, they have a profound sense of entitlement that stems from the knowledge that few creatures except the gods and other genies can challenge their power.
Creatures of the Elements.  A genie is born when the soul of a sentient living creature melds with the primordial matter of an elemental plane. Only under rare circumstances does such an elemental-infused soul coalesce into a manifest form and create a genie.
A genie usually retains no connection to the soul that gave it form. That life force is a building block that determines the genie's form and apparent gender, as well as one or two key personality traits. Although they resemble humanoid beings, genies are elemental spirits given physical form. They don't mate with other genies or produce genie offspring, as all new genies are born out of the same mysterious fusion of spirit energy and elemental power. A genie with a stronger connection to its mortal soul might choose to sire a child with a mortal, although such offspring are rare.
When a genie perishes, it leaves nothing behind except what it was wearing or carrying, along with a small trace of its native element: a pile of dust, a gust of wind, a flash of fire and smoke, or a burst of water and foam.
In contrast to their love of slaves, most genies loathe being bound to service themselves. A genie obeys the will of another only when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind genies into service.
Noble genies cultivate the jealousy and envy of other genies, asserting their superiority at every opportunity. Other genies respect the influence of the noble genies, knowing how unwise it is to defy a creature that can alter reality at a whim. A genie isn't beholden to any noble genie, however, and will sometimes choose to defy a noble genie's will and risk the consequences.
Their miraculous powers, the grandeur of their abodes, and the numbers of their slaves allow some genies to deceive themselves into believing they are as powerful as the gods. Some go so far as to demand that mortals of other realms-even whole continents or worlds-bow down before them.
Rule or Be Ruled.  Mortal slaves serve to validate a genie's power and high self-opinion. A hundred flattering voices are music to a genie's ears, while two hundred mortal slaves prostrated at its feet are proof that it is lord and master. Genies view slaves as living property, and a genie without property amounts to nothing among its own kind. As a result, many genies treasure their slaves, treating them as honored members of their households. Evil genies freely threaten and abuse their slaves, but never to the extent that the slaves are no longer of use.
Decadent Nobility.  Noble genies are the rarest of their kind. They are used to getting what they want, and have learned to trade their ability to grant wishes to attain the objects of their desire. This constant indulgence has made them decadent, while their supreme power over reality makes them haughty and arrogant. Their vast palaces overflow with wonders and sensory delights beyond imagination.
The Power of Worship.  Genies acknowledge the gods as powerful entities but have no desire to court or worship them. They find the endless fawning and mewling of religious devotees tiresome-except as it is directed toward them by their worshipful slaves.
Source: Monster Manual p. 146, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Marilith</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>189 (18d10+90)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>20</dex>
    <con>20</con>
    <int>18</int>
    <wis>16</wis>
    <cha>20</cha>
    <save>Str +9, Con +10, Wis +8, Cha +10</save>
    <skill></skill>
    <passive>13</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>16</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The marilith has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The marilith's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Reactive</name>
      <text>The marilith can take one reaction on every turn in combat.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The marilith can make seven attacks: six with its longswords and one with its tail.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Longsword|+9|2d8+4</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 15 (2d10 + 4) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 19). Until this grapple ends, the target is restrained, the marilith can automatically hit the target with its tail, and the marilith can't make tail attacks against other targets.</text>
      <attack>Tail|+9|2d10+4</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The marilith magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The marilith adds 5 to its AC against one melee attack that would hit it. To do so, the marilith must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A marilith has a 50 chance of summoning 1d6 vrock, 1d4 hezrou, 1d3 glabrezu, 1d2 nalfeshnee, or one marilith.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 61, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mastiff</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>5 (1d8+1)</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>14</dex>
    <con>12</con>
    <int>3</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+3|1d6+1</attack>
      </action>
    <description>Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Source: Monster Manual p. 332, Curse of Strahd, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount</description>
    <environment>forest, hill, urban</environment>
    </monster>
  <monster>
      <name>Medusa</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>16</con>
    <int>12</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Petrifying Gaze</name>
      <text>When a creature that can see the medusa's eyes starts its turn within 30 feet of the medusa, the medusa can force it to make a DC 14 Constitution saving throw if the medusa isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the  greater restoration spell or other magic.</text>
      <text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the medusa until the start of its next turn, when it can avert its eyes again. If the creature looks at the medusa in the meantime, it must immediately make the save.</text>
      <text>If the medusa sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the medusa is, due to its curse, affected by its own gaze.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The medusa makes either three melee attacks—one with its snake hair and two with its shortsword—or two ranged attacks with its longbow.</text>
      </action>
    <action>
        <name>Snake Hair</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
      <attack>Snake Hair|+5|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+5|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Longbow|+5|1d8+2</attack>
      </action>
    <description>As deadly as they are ravishing, the serpent-haired medusas suffer an immortal curse brought on by their vanity. They lurk in quiet exile among the tumbled ruins of their former lives, surrounded by the petrified remains of past admirers and would-be heroes.
Immortal Splendor. Men and women who desire eternal youth, beauty, and adoration might pray to malicious gods, beg dragons for ancient magic, or seek out powerful archmages to fulfill their wishes. Others make sacrifices to demon lords or archdevils, offering all in exchange for this gift, oblivious to the curse that accompanies it. Those who strike such bargains gain physical beauty, restored youth, immortality, and the adoration of all who behold them, granting them the influence and power they so desire. However, after years of the living like a demigod among mortals, the price for their vanity and hubris is exacted, and they are forever transformed into medusas. A medusa's hair turns into a nest of venomous serpents, and all who gaze upon the medusa are petrified, becoming stone monuments to its corruption.
Medusa Lairs. Medusas live forever in seclusion, alienated from the world around them by their monstrous form and caprice. Their homes gradually fall into disrepair until they are little more than shadowy ruins covered with thorns and creepers, riddled with obstructions and hiding places. Foolhardy looters and adventurers who enter are often unaware of the medusa's presence until the creature is among them.
A medusa is subject to its own curse. By looking vainly on its reflection, it turns to stone as surely as any living mortal. As a result, a medusa destroys or removes any mirrors or reflective surfaces in its lair.
Source: Monster Manual p. 214, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Mythic Odysseys of Theros</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Merfolk</name>
    <size>M</size>
    <type>humanoid (merfolk)</type>
    <alignment>Neutral</alignment>
    <ac>11</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 10 ft., swim 40 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>12</con>
    <int>11</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Aquan, Common</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The merfolk can breathe air and water.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 3 (1d6) piercing damage, or 4 (1d8) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+2|1d6</attack>
      </action>
    <description>Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations.
Merfolk tribes and kingdoms span the world, and their people are as varied in color, culture, and outlook as the human races of the surface. Land folk and merfolk rarely meet except by chance, though starry-eyed mariners tell tales of romance with these creatures along the shoals of faraway islands.
Merfolk lack the materials and practical means to forge weapons beneath the waves, to write books and keep lore, or to shape stone to raise buildings and cities. As a result, most live in small hunter-gatherer tribes, each of which holds unique values and creeds. Only occasionally do merfolk unite under the rule of a single leader. They do so to face a common threat or to complete a conquest. Such unifications can be the beginning of undersea kingdoms with dynasties lasting hundreds of years.
Merfolk Settlements. Merfolk build their settlements in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the gleam and fade of sunlight through the water. In the reefs and trenches near their settlements, merfolk harvest coral and farm the seabed, shepherding schools of fish as land-based farmers tend sheep. Only rarely do merfolk venture into the darkest depths of the ocean. In such depths and in their undersea caverns, merfolk rely on the light of bioluminescent flora and fauna, such as jellyfish, whose slow pulsing movements lend merfolk settlements an otherworldly aesthetic.
Merfolk defend their communities with spears crafted from whatever materials they can salvage from shipwrecks, beaches, and dead undersea creatures.
Source: Monster Manual p. 218, Waterdeep: Dragon Heist, Ghosts of Saltmarsh</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Merrow</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 10 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>15</con>
    <int>8</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Abyssal, Aquan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The merrow can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The merrow makes two attacks: one with its bite and one with its claws or harpoon.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.</text>
      <attack>Claws|+6|2d4+4</attack>
      </action>
    <action>
        <name>Harpoon</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a Huge or smaller creature, it must succeed on a Strength contest against the merrow or be pulled up to 20 feet toward the merrow.</text>
      <attack>Harpoon|+6|2d6+4</attack>
      </action>
    <description>Merrow haunt coastal waters, preying on fisherfolk, merfolk, and any other edible creature that crosses their path. These savage monsters snatch and devour unwary prey, hauling drowned corpses back to their underwater grottoes to feed.
Transformed Merfolk. Long ago, a tribe of merfolk found an idol of Demogorgon at the bottom of the sea.
Not knowing what it was, they brought the artifact to their king. Everyone who touched the idol became afflicted with madness, including the king, who decreed that a sacrificial ritual be performed to open a gateway to the Abyss. The ocean turned red with the blood of slaughtered merfolk, but the ritual worked, and the king led the survivors through the underwater gate to Demogorgon's layer of the Abyss. The merfolk remained there for generations, fighting for their lives as the Abyss warped them completely, transforming them into hulking, evil monstrosities. Thus, the first merrow were born.
Coastal Bullies. Whenever an opportunity presents itself, the Prince of Demons sends merrow back to the Material Plane to wreak havoc in the oceans. The merrow are bullies, attacking all creatures smaller and weaker than themselves.
Merrow dwell in undersea caves filled with treasures and trophies, taken from their victims and sunken ships. They tie the rotting corpses of dead enemies and drowned sailors to strands of kelp to mark the borders of their territory.
Source: Monster Manual p. 219, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Mezzoloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>16</con>
    <int>7</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>5</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The mezzoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The mezzoloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The mezzoloth makes two attacks: one with its claws and one with its trident.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.</text>
      <attack>Claws|+7|2d4+4</attack>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when held with two claws and used to make a melee attack.</text>
      <attack>Trident|+7|1d6+4</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The mezzoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Yugoloth Summoning</name>
      <text>Some yugoloths have an action option that allows them to summon other yugoloths.</text>
      <text>Summon Yugoloth (1/Day). The yugoloth attempts a magical summoning.</text>
      <text>A mezzoloth has a 30 chance of summoning one mezzoloth.</text>
      <text>A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The mezzoloth's innate spellcasting ability is Charisma (spell save DC 11). The mezzoloth can innately cast the following spells, requiring no material components:</text>
      <text>1/day: cloudkill</text>
      <text>2/day each: darkness, dispel magic</text>
      </trait>
    <spells>cloudkill, darkness, dispel magic</spells>
    <description>Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me?
Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.
Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.
Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.
Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 313, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mimic</name>
    <size>M</size>
    <type>monstrosity (shapechanger)</type>
    <alignment>Neutral</alignment>
    <ac>12 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 15 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>15</con>
    <int>5</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>11</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The mimic can use its action to polymorph into an object or back into its true, amorphous 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.</text>
      </trait>
    <trait>
        <name>Adhesive (Object Form Only)</name>
      <text>The mimic adheres to anything that touches it. A Huge or smaller creature adhered to the mimic is also grappled by it (escape DC 13). Ability checks made to escape this grapple have disadvantage.</text>
      </trait>
    <trait>
        <name>False Appearance (Object Form Only)</name>
      <text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
      </trait>
    <trait>
        <name>Grappler</name>
      <text>The mimic has advantage on attack rolls against any creature grappled by it.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the mimic is in object form, the target is subjected to its Adhesive trait.</text>
      <attack>Pseudopod|+5|1d8+3</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) acid damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <description>Mimics are shapeshifting predators able to take on the form of inanimate objects to lure creatures to their doom. In dungeons, these cunning creatures most often take the form of doors and chests, having learned that such forms attract a steady stream of prey.
Imitative Predators. Mimics can alter their outward texture to resemble wood, stone, and other basic materials, and they have evolved to assume the appearance of objects that other creatures are likely to come into contact with. A mimic in its altered form is nearly unrecognizable until potential prey blunders into its reach, whereupon the monster sprouts pseudopods and attacks.
When it changes shape, a mimic excretes an adhesive that helps it seize prey and weapons that touch it. The adhesive is absorbed when the mimic assumes its amorphous form and on parts the mimic uses to move itself.
Cunning Hunters. Mimics live and hunt alone, though they occasionally share their feeding grounds with other creatures. Although most mimics have only predatory intelligence, a rare few evolve greater cunning and the ability to carry on simple conversations in Common or Undercommon. Such mimics might allow safe passage through their domains or provide useful information in exchange for food.
Source: Monster Manual p. 220, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Mind Flayer</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (breastplate)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>12</con>
    <int>19</int>
    <wis>17</wis>
    <cha>17</cha>
    <save>Int +7, Wis +6, Cha +6</save>
    <skill>Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4</skill>
    <passive>16</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The mind flayer has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+7|2d10+4</attack>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+7|10d10</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: dominate monster, plane shift (self only)</text>
      </trait>
    <spells>detect thoughts, levitate, dominate monster, plane shift</spells>
    <description>Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.
Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith. 
------
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
------
Source: Monster Manual p. 222, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Mind Flayer Arcanist</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (breastplate)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>12</con>
    <int>19</int>
    <wis>17</wis>
    <cha>17</cha>
    <save>Int +7, Wis +6, Cha +6</save>
    <skill>Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4</skill>
    <passive>16</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The mind flayer has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+7|2d10+4</attack>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+7|10d10</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The mind flayer's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: dominate monster, plane shift (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The mind flayer is a 10th-level spellcaster. Its spellcasting ability is Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:</text>
      <text>Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, disguise self, shield, sleep</text>
      <text>• 2nd level (3 slots): blur, invisibility, ray of enfeeblement</text>
      <text>• 3rd level (3 slots): clairvoyance, lightning bolt, sending</text>
      <text>• 4th level (3 slots): confusion, hallucinatory terrain</text>
      <text>• 5th level (2 slots): telekinesis, wall of force</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>detect thoughts, levitate, dominate monster, plane shift, blade ward, dancing lights, mage hand, shocking grasp, detect magic, disguise self, shield, sleep, blur, invisibility, ray of enfeeblement, clairvoyance, lightning bolt, sending, confusion, hallucinatory terrain, telekinesis, wall of force</spells>
    <description>Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark.
Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
Hunger of the Mind. Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith. 
------
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
------
Source: Monster Manual p. 222, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Minotaur</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>76 (9d10+27)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>16</con>
    <int>6</int>
    <wis>16</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Abyssal</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the minotaur moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
      </trait>
    <trait>
        <name>Labyrinthine Recall</name>
      <text>The minotaur can perfectly recall any path it has traveled.</text>
      </trait>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the minotaur can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.</text>
      <attack>Greataxe|+6|2d12+4</attack>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Gore|+6|2d8+4</attack>
      </action>
    <description>A minotaur's roar is a savage battle cry that most civilized creatures fear. Born into the mortal realm by demonic rites, minotaurs are savage conquerors and carnivores that live for the hunt. Their brown or black fur is stained with the blood of fallen foes, and they carry the stench of death.
The Beast Within. Most minotaurs are solitary carnivores that roam labyrinthine dungeons, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey.
The scent of blood, the tearing of flesh, and the cracking of bones spur a minotaur's lust for carnage, overwhelming all thought and reason. In a blood rage, a minotaur charges anything it sees, butting and goring like a battering ram, then chopping the fallen in twain.
Apart from ambushing creatures that wander into its labyrinth, a minotaur cares little for strategy or tactics. Minotaurs seldom organize, they don't respect authority or hierarchy, and they are notoriously difficult to enslave, let alone control.
Cults of the Horned King. Minotaurs are the dark descendants of humanoids transformed by the rituals of cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while wearing a ceremonial animal mask.
Within these bounded environments, cultists hunt, kill, and eat wild beasts, indulging their basest primal urges. In the end, however, sacrificial animals are exchanged for humanoid sacrifice-sometimes an inductee that tried to escape the cult after learning its secrets. These labyrinths become blood-soaked halls of slaughter, echoing to the cultists' savagery.
Unknown to all but their highest-ranking leaders, these mystery cults are creations of the demon lord Baphomet, the Horned King, whose layer of the Abyss is a gigantic labyrinth. Some of his followers are fervent supplicants that plead for strength and power. Others come to the cult seeking a life free from authority's chains-and are liberated of their humanity instead as Baphomet transforms them into the minotaurs that echo his own savage form.
Although they begin as creations of the Horned King, minotaurs can breed true with one another, giving rise to an independent race of Baphomet's savage children in the world.
Source: Monster Manual p. 223, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Minotaur Skeleton</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>67 (9d10+18)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>15</con>
    <int>6</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable>bludgeoning</vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the skeleton moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
      </trait>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.</text>
      <attack>Greataxe|+6|2d12+4</attack>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Gore|+6|2d8+4</attack>
      </action>
    <description>Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.
Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.
When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature. A skeleton doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 273, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Monodrone</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>5 (1d8+1)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>12</con>
    <int>4</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Modron</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Axiomatic Mind</name>
      <text>The monodrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
      </trait>
    <trait>
        <name>Disintegration</name>
      <text>If the monodrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Dagger|+3|1d4+1</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 30/120 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Javelin|+2|1d6</attack>
      </action>
    <action>
        <name>Variant: Rogue Modrons</name>
      <text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
      <text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
      </action>
    <description>A monodrone can perform one simple task at a time and can relay a single message of up to forty-eight words.
Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.
Absolute Law and Order.  Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us."
Variant: Rogue Modrons
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.
Absolute Hierarchy.  Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.
Cogs of the Great Machine.  If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.
The Great Modron March.  When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.
Source: Monster Manual p. 224, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mud Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>27 (6d6+6)</hp>
    <speed>walk 20 ft., fly 20 ft., swim 20 ft.</speed>
    <str>8</str>
    <dex>12</dex>
    <con>12</con>
    <int>9</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>10</passive>
    <languages>Aquan, Terran</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it explodes in a burst of sticky mud. Each Medium or smaller creature within 5 feet of it must succeed on a DC 11 Dexterity saving throw or be restrained until the end of the creature's next turn.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the mephit remains motionless, it is indistinguishable from an ordinary mound of mud.</text>
      </trait>
    <action>
        <name>Fists</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) bludgeoning damage.</text>
      <attack>Fists|+3|1d6+1</attack>
      </action>
    <action>
        <name>Mud Breath (Recharge 6)</name>
      <text>The mephit belches viscid mud onto one creature within 5 feet of it. If the target is Medium or smaller, it must succeed on a DC 11 Dexterity saving throw or be restrained for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 216, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Mule</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Beast of Burden</name>
      <text>The mule is considered to be a Large animal for the purpose of determining its carrying capacity.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Hooves|+2|1d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 333, Curse of Strahd, Storm King's Thunder, Ghosts of Saltmarsh</description>
    <environment>hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Mummy</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>11 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 20 ft.</speed>
    <str>16</str>
    <dex>8</dex>
    <con>15</con>
    <int>6</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Wis +2</save>
    <skill></skill>
    <passive>10</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The mummy can use its Dreadful Glare and makes one attack with its rotting fist.</text>
      </action>
    <action>
        <name>Rotting Fist</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.</text>
      <attack>Rotting Fist|+5|2d6+3</attack>
      </action>
    <action>
        <name>Dreadful Glare</name>
      <text>The mummy targets one creature it can see within 60 feet of it. If the target can see the mummy, it must succeed on a DC 11 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies (but not mummy lords) for the next 24 hours.</text>
      </action>
    <description>Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
Preserved Wrath. The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
The Will of Dark Gods. An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished. Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual. A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains.
Ending a Mummy's Curse. Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.
More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.
Undead Archives. Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.
Undead Nature. A mummy doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 228, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Mummy Lord</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>97 (13d8+39)</hp>
    <speed>walk 20 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>17</con>
    <int>11</int>
    <wis>18</wis>
    <cha>16</cha>
    <save>Con +8, Int +5, Wis +9, Cha +8</save>
    <skill>History +5, Religion +5</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>15</cr>
    <resist></resist>
    <immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The mummy lord has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>A destroyed mummy lord gains a new body in 24 hours if its heart is intact, regaining all its hit points and becoming active again. The new body appears within 5 feet of the mummy lord's heart.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The mummy can use its Dreadful Glare and makes one attack with its rotting fist.</text>
      </action>
    <action>
        <name>Rotting Fist</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (3d6 + 4) bludgeoning damage plus 21 (6d6) necrotic damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse spell or other magic.</text>
      <attack>Rotting Fist|+9|3d6+4</attack>
      </action>
    <action>
        <name>Dreadful Glare</name>
      <text>The mummy lord targets one creature it can see within 60 feet of it. If the target can see the mummy lord, it must succeed on a DC 16 Wisdom saving throw against this magic or become frightened until the end of the mummy's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Dreadful Glare of all mummies and mummy lords for the next 24 hours.</text>
      </action>
    <legendary>
        <text>The undead can take 5 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The mummy lord makes one attack with its rotting fist or uses its Dreadful Glare.</text>
      </legendary>
    <legendary>
        <name>Blinding Dust</name>
      <text>Blinding dust and sand swirls magically around the mummy lord. Each creature within 5 feet of the mummy lord must succeed on a DC 16 Constitution saving throw or be blinded until the end of the creature's next turn.</text>
      </legendary>
    <legendary>
        <name>Blasphemous Word (Costs 2 Actions)</name>
      <text>The mummy lord utters a blasphemous word. Each non-undead creature within 10 feet of the mummy lord that can hear the magical utterance must succeed on a DC 16 Constitution saving throw or be stunned until the end of the mummy lord's next turn.</text>
      </legendary>
    <legendary>
        <name>Channel Negative Energy (Costs 2 Actions)</name>
      <text>The mummy lord magically unleashes negative energy. Creatures within 60 feet of the mummy lord, including ones behind barriers and around corners, can't regain hit points until the end of the mummy lord's next turn.</text>
      </legendary>
    <legendary>
        <name>Whirlwind of Sand (Costs 2 Actions)</name>
      <text>The mummy lord magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the mummy lord is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the mummy lord remain in its possession.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the mummy lord takes a lair action to cause one of the following effects; the mummy lord can't use the same effect two rounds in a row:</text>
      <text>• Each undead creature in the lair can pinpoint the location of each living creature within 120 feet of it until initiative count 20 on the next round.</text>
      <text>• Each undead in the lair has advantage on saving throws against effects that turn undead until initiative count 20 on the next round.</text>
      <text>• Until initiative count 20 on the next round, any non-undead creature that tries to cast a spell of 4th level or lower in the mummy lord's lair is wracked with pain. The creature can choose another action, but if it tries to cast the spell, it must make a DC 16 Constitution saving throw. On a failed save, it takes 1d6 necrotic damage per level of the spell, and the spell has no effect and is wasted.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A mummy lord's temple or tomb is warped in any of the following ways by the creature's dark presence:</text>
      <text>• Food instantly molders and water instantly evaporates when brought into the lair. Other non magical drinks are spoiled - wine turning to vinegar, for instance.</text>
      <text>• Divination spells cast within the lair by creatures other than the mummy lord have a 25 percent chance to provide misleading results, as determined by the DM. If a divination spell already has a chance to fail or become unreliable when cast multiple times, that chance increases by 25 percent.</text>
      <text>• A creature that takes treasure from the lair is cursed until the treasure is returned. The cursed target has disadvantage on all saving throws. The curse lasts until removed by a remove curse spell or other magic.</text>
      <text>If the mummy lord is destroyed, these regional effects end immediately.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The mummy lord is a 10th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The mummy lord has the following cleric spells prepared:</text>
      <text>Cantrips (at will): sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): command, guiding bolt, shield of faith</text>
      <text>• 2nd level (3 slots): hold person, silence, spiritual weapon</text>
      <text>• 3rd level (3 slots): animate dead, dispel magic</text>
      <text>• 4th level (3 slots): divination, guardian of faith</text>
      <text>• 5th level (2 slots): contagion, insect plague</text>
      <text>• 6th level (1 slots): harm</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>sacred flame, thaumaturgy, command, guiding bolt, shield of faith, hold person, silence, spiritual weapon, animate dead, dispel magic, divination, guardian of faith, contagion, insect plague, harm</spells>
    <description>In the tombs of the ancients, tyrannical monarchs and the high priests of dark gods lie in dreamless rest, waiting for the time when they might reclaim their thrones and reforge their ancient empires. The regalia of their terrible rule still adorns their linen-wrapped bodies, their moldering robes stitched with evil symbols and bronze armor etched with devices of dynasties that fell a thousand years before.
Under the direction of the most powerful priests, the ritual that creates a mummy can be increased in potency. The mummy lord that rises from such a ritual retains the memories and personality of its former life, and is gifted with supernatural resilience. Dead emperors wield the same infamous rune-marked blades that they did in legend. Sorcerer lords work the forbidden magic that once controlled a terrified populace, and the dark gods reward dead priest-kings' prayers by imparting divine spells.
Heart of the Mummy Lord. As part of the ritual that creates a mummy lord, the creature's heart and viscera are removed from the corpse and placed in canopic jars. These jars are usually carved from limestone or made of pottery, etched or painted with religious hieroglyphs.
As long as its shriveled heart remains intact, a mummy lord can't be permanently destroyed. When it drops to 0 hit points, the mummy lord turns to dust and re-forms at full strength 24 hours later, rising out of dust in close proximity to the canopic jar containing its heart. A mummy lord can be destroyed or prevented from re-forming by burning its heart to ashes. For this reason, a mummy lord usually keeps its heart and viscera in a hidden tomb or vault.
The mummy lord's heart has AC 5, 25 hit points, and immunity to all damage except fire.
A Mummy Lord's Lair. A mummy lord watches over an ancient temple or tomb that is protected by lesser undead and rigged with traps. Hidden in this temple is the sarcophagus where a mummy lord keeps its greatest treasures. A mummy lord encountered in its lair has a challenge rating of 16 (15,000 XP).
Mummies. Raised by dark funerary rituals, a mummy shambles from the shrouded stillness of a time-lost temple or tomb. Having been awoken from its rest, it punishes transgressors with the power of its unholy curse.
Preserved Wrath.  The long burial rituals that accompany a mummy's entombment help protect its body from rot. In the embalming process, the newly dead creature's organs are removed and placed in special jars, and its corpse is treated with preserving oils, herbs, and wrappings. After the body has been prepared, the corpse is typically wrapped in linen bandages.
More ephemeral or permanent offenses, such as revealing a secret the mummy wished kept or killing an individual the mummy loved, can't be so easily remedied. In such cases, a mummy might slaughter all the creatures responsible and still not sate its wrath.
The Will of Dark Gods.  An undead mummy is created when the priest of a death god or other dark deity ritually imbues a prepared corpse with necromantic magic. The mummy's linen wrappings are inscribed with necromantic markings before the burial ritual concludes with an invocation to darkness. As a mummy endures in undeath, it animates in response to conditions specified by the ritual. Most commonly, a transgression against its tomb, treasures, lands, or former loved ones will cause a mummy to rise.
The Punished.  Once deceased, an individual has no say in whether or not its body is made into a mummy. Some mummies were powerful individuals who displeased a high priest or pharaoh, or who committed crimes of treason, adultery, or murder. As punishment, they were cursed with eternal undeath, embalmed, mummified, and sealed away. Other times, mummies acting as tomb guardians are created from slaves put to death specifically to serve a greater purpose.
Creature of Ritual.  A mummy obeys the conditions and parameters laid down by the rituals that created it, driven only to punish transgressors. The overwhelming terror that foreshadows a mummy's attack can leave the intended victim paralyzed with fright. In the days following a mummy's touch, a victim's body rots from the outside in, until nothing but dust remains.
Ending a Mummy's Curse.  Rare magic can undo or dispel the ritual that gave rise to a mummy, allowing it to truly die. More commonly, a mummy can be sent back to its endless rest by undoing the transgression that caused it to rise. A sacred idol might be replaced in its niche, a stolen treasure could be returned to its tomb, or a temple might be purified of despoiling bloodshed.
Undead Archives.  Though they seldom bother to do so, mummies can speak. As a result, some serve as undead repositories of lost lore, and can be consulted by the descendants of those who created them. Powerful individuals sometimes intentionally sequester mummies away for occasional consultation.
Undead Nature.  A mummy doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 229, Rise of Tiamat, Storm King's Thunder, Tasha's Cauldron of Everything</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Myconid Adult</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 20 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Distress Spores</name>
      <text>When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.</text>
      </trait>
    <trait>
        <name>Sun Sickness</name>
      <text>While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.</text>
      </trait>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) bludgeoning damage plus 5 (2d4) poison damage.</text>
      <attack>Fist|+2|2d4</attack>
      </action>
    <action>
        <name>Pacifying Spores (3/Day)</name>
      <text>The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 11 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Rapport Spores</name>
      <text>A 20-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
      </action>
    <action>
        <name>Variant: Zuggtomoy's Empowerment</name>
      <text>Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid adults can have two of the following spore effects.</text>
      <text>Caustic Spores (1/Day). The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 11 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.</text>
      <text>Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 11 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast.</text>
      <text>Euphoria Spores (1/Day). The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 11 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.</text>
      </action>
    <description>Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.
Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.
A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.
Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.
Source: Monster Manual p. 232, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Myconid Sovereign</name>
    <size>L</size>
    <type>plant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>60 (8d10+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>10</dex>
    <con>14</con>
    <int>13</int>
    <wis>15</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Distress Spores</name>
      <text>When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.</text>
      </trait>
    <trait>
        <name>Sun Sickness</name>
      <text>While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The myconid uses either its Hallucination Spores or its Pacifying Spores, then makes a fist attack.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (3d4 + 1) bludgeoning damage plus 7 (3d4) poison damage.</text>
      <attack>Fist|+3|3d4+1</attack>
      </action>
    <action>
        <name>Animating Spores (3/Day)</name>
      <text>The myconid targets one corpse of a humanoid or a Large or smaller beast within 5 feet of it and releases spores at the corpse. In 24 hours, the corpse rises as a spore servant. The corpse stays animated for 1d4 + 1 weeks or until destroyed, and it can't be animated again in this way.</text>
      </action>
    <action>
        <name>Hallucination Spores</name>
      <text>The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The poisoned target is incapacitated while it hallucinates. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Pacifying Spores</name>
      <text>The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 12 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Rapport Spores</name>
      <text>A 30-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
      </action>
    <action>
        <name>Variant: Zuggtomoy's Empowerment</name>
      <text>Myconids that embrace Zuggtmoy can develop new, more destructive kinds of spores. Myconid sovereigns have all these spore effects.</text>
      <text>Caustic Spores (1/Day). The myconid releases spores in a 30-foot cone. Each creature inside the cone must succeed on a DC 12 Dexterity saving throw or take 3 (1d6) acid damage at the start of each of the myconid's turns. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus.</text>
      <text>Infestation Spores (1/Day). The myconid releases spores that burst out in a cloud that fills a 10-foot-radius sphere centered on it, and the cloud lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 12 Constitution saving throw. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy) and also gains a random form of indefinite madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a humanoid or a Large or smaller beast.</text>
      <text>Euphoria Spores (1/Day). The myconid releases a cloud of spores in a 20-foot-radius sphere centered on itself. Other creatures in that area must each succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. The save DC is 8 + the myconid's Constitution modifier + the myconid's proficiency bonus. A creature can repeat the saving throw at the end of each of its turns, ending the effect early on itself on a success. When the effect ends on it, the creature gains one level of exhaustion.</text>
      </action>
    <description>Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.
Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.
A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.
Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.
Source: Monster Manual p. 232, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Myconid Sprout</name>
    <size>S</size>
    <type>plant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>10</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 10 ft.</speed>
    <str>8</str>
    <dex>10</dex>
    <con>10</con>
    <int>8</int>
    <wis>11</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Distress Spores</name>
      <text>When the myconid takes damage, all other myconids within 240 feet of it can sense its pain.</text>
      </trait>
    <trait>
        <name>Sun Sickness</name>
      <text>While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.</text>
      </trait>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 1 (1d4 - 1) bludgeoning damage plus 2 (1d4) poison damage.</text>
      <attack>Fist|+1|1d4-1</attack>
      </action>
    <action>
        <name>Rapport Spores (3/Day)</name>
      <text>A 10-foot radius of spores extends from the myconid. These spores can go around corners and affect only creatures with an Intelligence of 2 or higher that aren't undead, constructs, or elementals. Affected creatures can communicate telepathically with one another while they are within 30 feet of each other. The effect lasts for 1 hour.</text>
      </action>
    <description>Myconids are intelligent, ambulatory fungi that live in the Underdark, seek enlightenment, and deplore violence. If approached peacefully, myconids gladly provide shelter or allow safe passage through their colonies.
Circles and Melds. The largest myconid in a colony is its sovereign, which presides over one or more social groups called circles. A circle consists of twenty or more myconids that work, live, and meld together.
A meld is a form of communal meditation that allows myconids to transcend their dull subterranean existence. The myconids' rapport spores bind the participants into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use it in the pursuit of higher consciousness, collective union, and spiritual apotheosis. Myconids also use their rapport spores to communicate telepathically with other sentient creatures.
Myconid Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores' release to avoid overpopulation.
Source: Monster Manual p. 230, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Nalfeshnee</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>184 (16d10+96)</hp>
    <speed>walk 20 ft., fly 30 ft.</speed>
    <str>21</str>
    <dex>10</dex>
    <con>22</con>
    <int>19</int>
    <wis>12</wis>
    <cha>15</cha>
    <save>Con +11, Int +9, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>13</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The nalfeshnee has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nalfeshnee uses Horror Nimbus if it can. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 32 (5d10 + 5) piercing damage.</text>
      <attack>Bite|+10|5d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 15 (3d6 + 5) slashing damage.</text>
      <attack>Claw|+10|3d6+5</attack>
      </action>
    <action>
        <name>Horror Nimbus (Recharge 5-6)</name>
      <text>The nalfeshnee magically emits scintillating, multicolored light. Each creature within 15 feet of the nalfeshnee that can see the light must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the nalfeshnee's Horror Nimbus for the next 24 hours.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>The nalfeshnee magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A nalfeshnee has a 50 chance of summoning 1d4 vrock, 1d3 hezrou, 1d2 glabrezu, or one nalfeshnee.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 62, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Needle Blight</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Neutral Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>12</dex>
    <con>13</con>
    <int>4</int>
    <wis>8</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage.</text>
      <attack>Claws|+3|2d4+1</attack>
      </action>
    <action>
        <name>Needles</name>
      <text>Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. 8 (2d6 + 1) piercing damage.</text>
      <attack>Needles|+3|2d6+1</attack>
      </action>
    <description>Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.
Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.
Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.
In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.
Controlled by Evil.  Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.
Needle Blight. In the shadows of a forest, needle blights might be taken at a distance for shuffling, hunched humanoids. Up close, these creatures reveal themselves as horrid plants whose conifer-like needles grow across their bodies in quivering clumps. A needle blight lashes out with these needles or launches them as an aerial assault that can punch through armor and flesh.
When needle blights detect a threat, they loose a pollen that the wind carries to other needle blights throughout the forest. Alerted to their foes' location, needle blights converge from all sides to drench their roots in blood.
Source: Monster Manual p. 32, Curse of Strahd, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Night Hag</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>16</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +6, Insight +5, Perception +5, Stealth +5</skill>
    <passive>16</passive>
    <languages>Abyssal, Common, Infernal, Primordial</languages>
    <cr>5</cr>
    <resist>cold, fire; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The hag has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Night Hag Items</name>
      <text>A night hag carries two very rare magic items that she must craft for herself. If either object is lost, the night hag will go to great lengths to retrieve it, as creating a new tool takes time and effort.</text>
      <text>Heartstone: This lustrous black gem allows a night hag to become ethereal while it is in her possession. The touch of a heartstone also cures any disease. Crafting a heartstone takes 30 days.</text>
      <text>Soul Bag: When an evil humanoid dies as a result of a night hag's Nightmare Haunting, the hag catches the soul in this black sack made of stitched flesh. A soul bag can hold only one evil soul at a time, and only the night hag who crafted the bag can catch a soul with it. Crafting a soul bag takes 7 days and a humanoid sacrifice (whose flesh is used to make the bag).</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Claws (Hag Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws (Hag Form Only)|+7|2d8+4</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The hag magically polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.</text>
      </action>
    <action>
        <name>Etherealness</name>
      <text>The hag magically enters the Ethereal Plane from the Material Plane, or vice versa. To do so, the hag must have a heartstone in her possession.</text>
      </action>
    <action>
        <name>Nightmare Haunting (1/Day)</name>
      <text>While on the Ethereal Plane, the hag magically touches a sleeping humanoid on the Material Plane. A protection from evil and good spell cast on the target prevents this contact, as does a magic circle. As long as the contact persists, the target has dreadful visions. If these visions last for at least 1 hour, the target gains no benefit from its rest, and its hit point maximum is reduced by 5 (1d10). If this effect reduces the target's hit point maximum to 0, the target dies, and if the target was evil, its soul is trapped in the hag's soul bag. The reduction to the target's hit point maximum lasts until removed by the  greater restoration spell or similar magic.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, magic missile</text>
      <text>2/day each: plane shift (self only), ray of enfeeblement, sleep</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>detect magic, magic missile, plane shift, ray of enfeeblement, sleep, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
    <description>Faces of Evil
Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.
All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.
Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.
Monstrous Motherhood
Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.
Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.
Dark Bargains
Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.
Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain.
A Foul Nature
Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them.
This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.
Dark Sorority
Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.
Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.
Dark Lairs
Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.
Hag Covens
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 178, Curse of Strahd, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nightmare</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>68 (8d10+24)</hp>
    <speed>walk 60 ft., fly 90 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>understands Abyssal, Common, and Infernal but can't speak </languages>
    <cr>3</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Confer Fire Resistance</name>
      <text>The nightmare can grant resistance to fire damage to anyone riding it.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The nightmare sheds bright light in a 10-foot radius and dim light for an additional 10 feet.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 7 (2d6) fire damage.</text>
      <attack>Hooves|+6|2d8+4</attack>
      </action>
    <action>
        <name>Ethereal Stride</name>
      <text>The nightmare and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa.</text>
      </action>
    <description>A nightmare appears in a cloud of roiling smoke, its mane, tail, and hooves wreathed in flame. The creature's unearthly black form moves with supernatural speed, vanishing in a cloud of brimstone as quickly as it appeared.
Dread Steed. Also called a "demon horse" or "hell horse," the nightmare serves as a steed for creatures of exceptional evil, carrying demons, devils, death knights, liches, night hags, and other vile monsters. It resembles a fiendish horse, and a nightmare's fiery red eyes betray its malevolent intelligence. A nightmare can be summoned from the Lower Planes, but unless a worthy sacrifice is offered to it as food upon its arrival, the nightmare displays no special loyalty to the creature it serves.
Creating a Nightmare. Nightmares don't appear naturally in the multiverse. They must be created from pegasi. The ritual that creates a nightmare requires the torturous removal of a pegasus's wings, driving that noble creature to evil as it is transformed by dark magic.
Source: Monster Manual p. 235, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Noble</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>15 (breastplate)</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>11</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Persuasion +5</skill>
    <passive>12</passive>
    <languages>any two languages</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Rapier|+3|1d8+1</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Nobles wield great authority and influence as members of the upper class, possessing wealth and connections that can make them as powerful as monarchs and generals. A noble often travels in the company of guards, as well as servants who are commoners.
The noble's statistics can also be used to represent courtiers who aren't of noble birth.
Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nothic</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>16</con>
    <int>13</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Arcana +3, Insight +4, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Undercommon</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Keen Sight</name>
      <text>The nothic has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nothic makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+4|1d6+3</attack>
      </action>
    <action>
        <name>Rotting Gaze</name>
      <text>The nothic targets one creature it can see within 30 feet of it. The target must succeed on a DC 12 Constitution saving throw against this magic or take 10 (3d6) necrotic damage.</text>
      <attack>Rotting Gaze||3d6</attack>
      </action>
    <action>
        <name>Weird Insight</name>
      <text>The nothic targets one creature it can see within 30 feet of it. The target must contest its Charisma (Deception) check against the nothic's Wisdom (Insight) check. If the nothic wins, it magically learns one fact or secret about the target. The target automatically wins if it is immune to being charmed.</text>
      </action>
    <description>A baleful eye peers out from the darkness, its gleam hinting at a weird intelligence and unnerving malevolence. Most times, a nothic is content to watch, weighing and assessing the creatures it encounters. When driven to violence, it uses its horrific gaze to rot the flesh from its enemies' bones.
Cursed Arcanists. Rather than gaining the godlike supremacy they crave, some wizards who devote their lives to unearthing arcane secrets are reduced to creeping, tormented monsters by a dark curse left behind by Vecna, a powerful lich who, in some worlds, has transcended his undead existence to become a god of secrets. Nothics retain no awareness of their former selves, skulking amid the shadows and haunting places rich in magical knowledge, drawn by memories and impulses they can't quite understand.
Dark Oracles. Nothics possess a strange magical insight that allows them to extract knowledge from other creatures. This grants them unique understanding of secret and forbidden lore, which they share for a price. A nothic covets magic items, greedily accepting such gifts from creatures that seek out its knowledge.
Lurkers in Magical Places.  Nothics are notorious for infiltrating arcane academies and other places rich in magical learning. They are driven by the vague knowledge that there exists a method to reverse their condition. This isn't a clear sense of purpose, but rather an obsessive tug at the end of the mind. Some nothics are clever enough to realize that this is merely part of the strange lesson for their folly, a false hope to drive them to seek out more arcane secrets.
Source: Monster Manual p. 236, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Nycaloth</name>
    <size>L</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>123 (13d10+52)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>11</dex>
    <con>19</con>
    <int>12</int>
    <wis>10</wis>
    <cha>15</cha>
    <save></save>
    <skill>Intimidation +6, Perception +4, Stealth +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>9</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The nycaloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The nycaloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nycaloth makes two melee attacks, or it makes one melee attack and teleports before or after the attack.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 5 (2d4) slashing damage at the start of each of its turns due to a fiendish wound. Each time the nycaloth hits the wounded target with this attack, the damage dealt by the wound increases by 5 (2d4). Any creature can take an action to stanch the wound with a successful DC 13 Wisdom (Medicine) check. The wound also closes if the target receives magical healing.</text>
      <attack>Claw|+9|2d6+5</attack>
      <attack>Claw||2d4</attack>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 18 (2d12 + 5) slashing damage.</text>
      <attack>Greataxe|+9|2d12+5</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The nycaloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Yugoloth Summoning</name>
      <text>Some yugoloths have an action option that allows them to summon other yugoloths.</text>
      <text>Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.</text>
      <text>A nycaloth has a 50 chance of summoning 1d4 mezzoloth or one nycaloth.</text>
      <text>A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, does as it pleases, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The nycaloth's innate spellcasting ability is Charisma. The nycaloth can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, detect magic, dispel magic, invisibility (self only), mirror image</text>
      </trait>
    <spells>darkness, detect magic, dispel magic, invisibility, mirror image</spells>
    <description>Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me?
Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.
Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.
Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.
Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 314, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ochre Jelly</name>
    <size>L</size>
    <type>ooze</type>
    <alignment>Unaligned</alignment>
    <ac>8</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 10 ft., climb 10 ft.</speed>
    <str>15</str>
    <dex>6</dex>
    <con>14</con>
    <int>2</int>
    <wis>6</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>2</cr>
    <resist>acid</resist>
    <immune>lightning, slashing</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Amorphous</name>
      <text>The jelly can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The jelly can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage plus 3 (1d6) acid damage.</text>
      <attack>Pseudopod|+4|2d6+2</attack>
      </action>
    <reaction>
        <name>Split</name>
      <text>When a jelly that is Medium or larger is subjected to lightning or slashing damage, it splits into two new jellies if it has at least 10 hit points. Each new jelly has hit points equal to half the original jelly's, rounded down. New jellies are one size smaller than the original jelly.</text>
      </reaction>
    <description>Ochre jellies are yellowish blobs that can slide under doors and through narrow cracks in pursuit of creatures to devour. They have enough bestial cunning to avoid large groups of enemies.
An ochre jelly follows at a safe distance as it pursues its meal. Its digestive enzymes dissolve flesh quickly but have no effect on other substances such as bone, wood, and metal.
Oozes. Oozes thrive in the dark, shunning areas of bright light and extreme temperatures. They flow through the damp underground, feeding on any creature or object that can be dissolved, slinking along the ground, dripping from walls and ceilings, spreading across the edges of underground pools, and squeezing through cracks.
The first warning an adventurer receives of an ooze's presence is often the searing pain of its acidic touch. Oozes are drawn to movement and warmth. Organic material nourishes them, and when prey is scarce they feed on grime, fungus, and offal. Veteran explorers know that an immaculately clean passageway is a likely sign that an ooze lairs nearby.
Slow Death.  An ooze kills its prey slowly. Some varieties, such as black puddings and gelatinous cubes, engulf creatures to prevent escape. The only upside of this torturous death is that a victim's comrades can come to the rescue before it is too late.
Since not every ooze digests every type of substance, some have coins, metal gear, bones, and other debris suspended within their quivering bodies. A slain ooze can be a rich source of treasure for its killers.
Whether this is true or not, the Faceless Lord is one of the few beings that can control oozes and imbue them with a modicum of intelligence. Most of the time, oozes have no sense of tactics or self-preservation. They are direct and predictable, attacking and eating without cunning. Under the control of Juiblex, they exhibit glimmers of sentience and malevolent intent.
Unwitting Servants.  Although an ooze lacks the intelligence to ally itself with other creatures, others that understand an ooze's need to feed might lure it into a location where it can be of use to them. Clever monsters keep oozes around to defend passageways or consume refuse. Likewise, an ooze can be enticed into a pit trap, where its captors feed it often enough to prevent it from coming after them. Crafty creatures place torches and flaming braziers in strategic areas to dissuade an ooze from leaving a particular tunnel or room.
Spawn of Juiblex.  According to the Demonomicon of Iggwilv and other sources, oozes are scattered fragments or offspring of the demon lord Juiblex.
Ooze Nature.  An ooze doesn't require sleep.
Source: Monster Manual p. 243, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Octopus</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>3 (1d6)</hp>
    <speed>walk 5 ft., swim 30 ft.</speed>
    <str>4</str>
    <dex>15</dex>
    <con>11</con>
    <int>3</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Hold Breath</name>
      <text>While out of water, the octopus can hold its breath for 30 minutes.</text>
      </trait>
    <trait>
        <name>Underwater Camouflage</name>
      <text>The octopus has advantage on Dexterity (Stealth) checks made while underwater.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The octopus can breathe only underwater.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 bludgeoning damage, and the target is grappled (escape DC 10). Until this grapple ends, the octopus can't use its tentacles on another target.</text>
      </action>
    <action>
        <name>Ink Cloud (Recharges after a Short or Long Rest)</name>
      <text>A 5-foot-radius cloud of ink extends all around the octopus if it is underwater. The area is heavily obscured for 1 minute, although a significant current can disperse the ink. After releasing the ink, the octopus can use the Dash action as a bonus action.</text>
      </action>
    <description>
Source: Monster Manual p. 333, Storm King's Thunder, Ghosts of Saltmarsh, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ogre</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (hide armor)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Greatclub|+6|2d8+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 11 (2d6 + 4) piercing damage.</text>
      <attack>Javelin|+6|2d6+4</attack>
      </action>
    <description>Ogres are as lazy of mind as they are strong of body. They live by raiding, scavenging, and killing for food and pleasure. The average adult specimen stands between 9 and 10 feet tall and weighs close to a thousand pounds.
Furious Tempers. Ogres are notorious for their quick tempers, which flare at the smallest perceived offense. Insults and name-calling can rouse an ogre's wrath in an instant-as can stealing from it, bumping, jabbing, or prodding it, laughing, making faces, or simply looking at it the wrong way. When its rage is incited, an ogre lashes out in a frustrated tantrum until it runs out of objects or creatures to smash.
Gruesome Gluttons. Ogres eat almost anything, but they especially enjoy the taste of dwarves, halflings, and elves. When they can, they combine dinner with pleasure, chasing scurrying victims around before eating them raw. If enough of its victim remains after the ogre has gorged itself, it might make a loincloth from its quarry's skin and a necklace from its leftover bones. This macabre crafting is the height of ogre culture.
Greedy Collectors. An ogre's eyes glitter with avarice when it sees the possessions of others. Ogres carry rough sacks on their raids, which they fill with fabulous "treasure" taken from their victims. This might include a collection of battered helmets, a moldy wheel of cheese, a rough patch of animal fur fastened like a cloak, or a squealing, mud-spattered pig. Ogres also delight in the gleam of gold and silver, and they will fight one another over small handfuls of coins. Smarter creatures can earn an ogre's trust by offering it gold or a weapon forged for a creature of its size.
Legendary Stupidity. Few ogres can count to ten, even with their fingers in front of them. Most speak only a rudimentary form of Giant and know a smattering of Common words. Ogres believe what they are told and are easy to fool or confuse, but they break things they don't understand. Silver-tongued tricksters who test their talents on these savages typically end up eating their eloquent words-and then being eaten in turn.
Primitive Wanderers. Ogres clothe themselves in animal pelts and uproot trees for use as crude tools and weapons. They create stone-tipped javelins for hunting. When they establish lairs, they settle near the rural edges of civilized lands, taking advantage of poorly protected livestock, undefended larders, and unwary farmers.
An ogre sleeps in caves, animal dens, or under trees until it finds a cabin or isolated farmhouse, whereupon it kills the inhabitants and lairs there. Whenever it is bored or hungry, an ogre ventures out from its lair, attacking anything that crosses its path. Only after an ogre has depleted an area of food does it move on.
Ogre Gangs. Ogres sometimes band together in small, nomadic groups, but they lack a true sense of tribalism. When bands of ogres meet, one might attempt to capture the members of the other group to increase its numbers. However, ogre bands are just as likely to trade members freely, especially if the welcoming band is temporarily flush with food and weapons.
Whenever possible, ogres gang up with other monsters to bully or prey on creatures weaker than themselves. They associate freely with goblinoids, orcs, and trolls, and practically worship giants. In the giants' complex social structure (known as the ordning), ogres rank beneath the lowest giants in status. As a result, an ogre will do nearly anything a giant asks.
Source: Monster Manual p. 237, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, swamp, hill, desert, coastal, arctic, underdark, mountain</environment>
    </monster>
  <monster>
      <name>Ogre Zombie</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>8</ac>
    <hp>85 (9d10+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>6</dex>
    <con>18</con>
    <int>3</int>
    <wis>6</wis>
    <cha>5</cha>
    <save>Wis +0</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands Common and Giant but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Morningstar|+6|2d8+4</attack>
      </action>
    <description>From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.
Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 316, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Oni</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>110 (13d10+39)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>19</str>
    <dex>11</dex>
    <con>16</con>
    <int>14</int>
    <wis>12</wis>
    <cha>15</cha>
    <save>Dex +3, Con +6, Wis +4, Cha +5</save>
    <skill>Arcana +5, Deception +8, Perception +4</skill>
    <passive>14</passive>
    <languages>Common, Giant</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The oni's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The oni regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The oni makes two attacks, either with its claws or its glaive.</text>
      </action>
    <action>
        <name>Claw (Oni Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage.</text>
      <attack>Claw (Oni Form Only)|+7|1d8+4</attack>
      </action>
    <action>
        <name>Glaive</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) slashing damage, or 9 (1d10 + 4) slashing damage in Small or Medium form.</text>
      <attack>Glaive|+7|2d10+4</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The oni magically polymorphs into a Small or Medium humanoid, into a Large giant, or back into its true form. Other than its size, its statistics are the same in each form. The only equipment that is transformed is its glaive, which shrinks so that it can be wielded in humanoid form. If the oni dies, it reverts to its true form, and its glaive reverts to its normal size.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oni's innate spellcasting ability is Charisma (spell save DC 13). The oni can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, invisibility</text>
      <text>1/day each: charm person, cone of cold, gaseous form, sleep</text>
      </trait>
    <spells>darkness, invisibility, charm person, cone of cold, gaseous form, sleep</spells>
    <description>In nursery rhymes, oni are fearsome bogeymen that haunt the nightmares of children and adults alike, yet they are very real and always hungry. They find human babies especially delicious. Oni look like demonic ogres with blue or green skin, dark hair, and a pair of short ivory horns protruding from their foreheads. Their eyes are dark with strikingly white pupils, and their teeth and claws are jet black.
Night Haunters. By the light of day, an oni hides its true form with magic, gaining the trust of those it intends to betray when darkness descends. These creatures can change their size as well as their shape, appearing as humanoids as they pass through towns, pretending to be travelers, woodcutters, or frontier folk. In such a form, an oni takes stock of the selection of humanoids in a settlement and devises ways to abduct and devour some of them.
Magical Ogres. Oni are sometimes called ogre mages because of their innate magical ability. Though they are only distantly related to true ogres, they share the ogres' habit of joining forces with other evil creatures. An oni serves a master if doing so proves lucrative or provides it with a luxurious, well-defended home. Oni covet magic, and they work for evil wizards and hags in exchange for useful magic items.
Source: Monster Manual p. 239, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Orc</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (hide armor)</ac>
    <hp>15 (2d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>16</con>
    <int>7</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Intimidation +2</skill>
    <passive>10</passive>
    <languages>Common, Orc</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 9 (1d12 + 3) slashing damage.</text>
      <attack>Greataxe|+5|1d12+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|1d6+3</attack>
      </action>
    <description>Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Gruumsh One-Eye.  Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.
Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.
Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.
Ranging Scavengers. Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.
When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.
On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Leadership and Might. Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.
Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.
Orc Crossbreeds. Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.
Source: Monster Manual p. 246, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, mountain, grassland, forest, swamp, hill, arctic</environment>
    </monster>
  <monster>
      <name>Orc Eye of Gruumsh</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (ring mail, shield)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>17</con>
    <int>9</int>
    <wis>13</wis>
    <cha>12</cha>
    <save></save>
    <skill>Intimidation +3, Religion +1</skill>
    <passive>11</passive>
    <languages>Common, Orc</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Gruumsh's Fury</name>
      <text>The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (1d6 + 3 plus 1d8) piercing damage, or 12 (2d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+5|2d8+3</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The orc is a 3rd-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 11, +3 to hit with spell attacks). The orc has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, resistance, thaumaturgy</text>
      <text>• 1st level (4 slots): bless, command</text>
      <text>• 2nd level (2 slots): augury, spiritual weapon (spear)</text>
      </trait>
    <slots>4, 2</slots>
    <spells>guidance, resistance, thaumaturgy, bless, command, augury, spiritual weapon</spells>
    <description>When an orc slays an elf in Gruumsh's name and offers the corpse of its foe as a sacrifice to the god of slaughter, an aspect of the god might appear. This aspect demands an additional sacrifice: one of the orc's eyes, symbolizing the loss Gruumsh suffered at the hands of his greatest enemy, Corellon Larethian.
If the orc plucks out one of its eyes, Gruumsh might grant the orc spellcasting ability and special favor, along with the right to call itself an Eye of Gruumsh. When not using their auguries to advise their war chiefs, these savage devotees of the god of slaughter hurl themselves into battle, their weapons stained with blood.
Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Gruumsh One-Eye.  Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.
Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.
Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.
When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.
On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.
Ranging Scavengers.  Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.
Leadership and Might.  Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.
Orc Crossbreeds.  Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.
Source: Monster Manual p. 247, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, mountain, grassland, forest, swamp, hill, arctic</environment>
    </monster>
  <monster>
      <name>Orc War Chief</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>93 (11d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>18</con>
    <int>11</int>
    <wis>11</wis>
    <cha>16</cha>
    <save>Str +6, Con +6, Wis +2</save>
    <skill>Intimidation +5</skill>
    <passive>10</passive>
    <languages>Common, Orc</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Gruumsh's Fury</name>
      <text>The orc deals an extra 4 (1d8) damage when it hits with a weapon attack (included in the attacks).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The orc makes two attacks with its greataxe or its spear.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (1d12 + 4 plus 1d8) slashing damage.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 12 (1d6 + 4 plus 1d8) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+6|2d8+4</attack>
      </action>
    <action>
        <name>Battle Cry (1/Day)</name>
      <text>Each creature of the war chief's choice that is within 30 feet of it, can hear it, and not already affected by Battle Cry gain advantage on attack rolls until the start of the war chief's next turn. The war chief can then make one attack as a bonus action.</text>
      </action>
    <description>The war chief of an orc tribe is its strongest and most cunning member. The reign of a war chief lasts only as long as it commands the fear and respect of other tribe members, whose bloodlust must be regularly satisfied lest the chief appear weak. Scions of Slaughter. Gruumsh bestows special blessings upon war chiefs who prove themselves in battle time and again, imbuing them with slivers of his savagery. A war chief so blessed finds that his weapons cut deeper into his enemies, allowing him to inflict more carnage.
King Obould Many-Arrows
King Obould of the Many-Arrows tribe is a legend among the orc war chiefs of the Forgotten Realms, and he is the most famous orc chief in the history of the D&amp;D game.
Smarter and more intuitive than most of his kind, Obould slew his chieftain to take control of his tribe. Skilled in the arts of war and renowned for his violent temper, Obould proved himself a fierce opponent in battle time and again. Over the years, he subsumed other orc tribes into his own, until he commanded a horde of thousands.
Obould leveraged his strength and influence to carve out a kingdom for himself in the Spine of the World, a mountain range overlooking numerous dwarven, human, and elven strongholds.
After years of bloody conflict with his more civilized neighbors, Obould did the unthinkable and brokered a peace treaty with his enemies. This treaty confused many of the orcs under Obould's command. It was either a clever ploy by Obould to buy time while he strengthened his army for a final, decisive sweep across the Savage Frontier, or it was a troubling sign that Obould had forsaken the ways of Gruumsh and needed to be destroyed.
Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Gruumsh One-Eye.  Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.
Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.
Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.
When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.
On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.
Ranging Scavengers.  Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.
Leadership and Might.  Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.
Orc Crossbreeds.  Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.
Source: Monster Manual p. 246, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, mountain, grassland, forest, swamp, hill, arctic</environment>
    </monster>
  <monster>
      <name>Orog</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>42 (5d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>18</con>
    <int>12</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Intimidation +5, Survival +2</skill>
    <passive>10</passive>
    <languages>Common, Orc</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orog can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The orog makes two greataxe attacks.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage.</text>
      <attack>Greataxe|+6|1d12+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Javelin|+6|1d6+4</attack>
      </action>
    <description>Orogs are orcs blessed with a surprisingly keen intellect that ordinary orcs believe is a gift from the orc goddess Luthic. Like Luthic, orogs prefer to live underground, although the scarcity of food often brings them to the surface to hunt. Orcs respect an orog's strength and cunning, and a lone orog might command an orc war band.
Stronger and Smarter. An orog uses its strength to bully other orcs and its intelligence to surprise enemies on the battlefield. Many an overconfident elf, human, or dwarf commander has watched a "simple" orc warlord execute a clever maneuver to outflank and destroy an opposing force, not realizing the orc is an orog.
When encountered in great numbers, orogs form their own detachments within much larger orc hordes, and they are always at the forefront of any attack, relying on their superior strength and tactical insight to overcome anything that stands in their way.
Few orc tribes actively seek out orogs to bolster their ranks. The orogs' superiority makes them ideal leaders, and thus deadly rivals to orc war chiefs, who must be wary of orog treachery.
Detached Killers. Wanting nothing more than to hack their enemies to pieces, orogs are a terrifying presence on the battlefield. They form no attachments, even to their parents and siblings, and have no concept of love or dedication. They worship the orc pantheon of gods-Gruumsh and Luthic foremost-because they believe that the gods have strength beyond reason, and physical might is all they respect.
Servants of Darkness. Mistrusted by orcs, some orogs form independent mercenary war bands that sell themselves to the highest bidder. As long as they are rewarded, orog mercenaries gladly serve as elite warriors and shock troops for evil wizards, depraved giants, and other villains.
Orcs. Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks.
Gruumsh One-Eye.  Orcs worship Gruumsh, the mightiest of the orc deities and their creator. The orcs believe that in ancient days, the gods gathered to divide the world among their followers. When Gruumsh claimed the mountains, he learned they had been taken by the dwarves. He laid claim to the forests, but those had been settled by the elves. Each place that Gruumsh wanted had already been claimed. The other gods laughed at Gruumsh, but he responded with a furious bellow. Grasping his mighty spear, he laid waste to the mountains, set the forests aflame, and carved great furrows in the fields. Such was the role of the orcs, he proclaimed, to take and destroy all that the other races would deny them. To this day, the orcs wage an endless war on humans, elves, dwarves, and other folk.
Orcs hold a particular hatred for elves. The elven god Corellon Larethian half-blinded Gruumsh with a well-placed arrow to the orc god's eye. Since then, the orcs have taken particular joy in slaughtering elves. Turning his injury into a baleful gift, Gruumsh grants divine might to any champion who willingly plucks out one of its eyes in his honor.
Tribes like Plagues. Orcs gather in tribes that exert their dominance and satisfy their bloodlust by plundering villages, devouring or driving off roaming herds, and slaying any humanoids that stand against them. After savaging a settlement, orcs pick it clean of wealth and items usable in their own lands. They set the remains of villages and camps ablaze, then retreat whence they came, their bloodlust satisfied.
When an existing territory is depleted of food, an orc tribe divides into roving bands that scout for choice hunting grounds. When each party returns, it brings back trophies and news of targets ripe for attack, the richest of which is chosen. The tribe then sets out en masse to carve a bloody path to its new territory.
On rare occasions, a tribe's leader chooses to hold onto a particularly defensible lair for decades. The orcs of such a tribe must range far across the countryside to sate their appetites.
Strength and power are the greatest of orcish virtues, and orcs embrace all manner of mighty creatures in their tribes. Rejecting notions of racial purity, they proudly welcome ogres, trolls, half-orcs, and orogs into their ranks. As well, orcs respect and fear the size and power of evil giants, and often serve them as guards and soldiers.
Ranging Scavengers.  Their lust for slaughter demands that orcs dwell always within striking distance of new targets. As such, they seldom settle permanently, instead converting ruins, cavern complexes, and defeated foes' villages into fortified camps and strongholds. Orcs build only for defense, making no innovation or improvement to their lairs beyond mounting the severed body parts of their victims on spiked stockade walls or pikes jutting up from moats and trenches.
Leadership and Might.  Orc tribes are mostly patriarchal, flaunting such vivid or grotesque titles as Many-Arrows, Screaming Eye, and Elf Ripper. Occasionally, a powerful war chief unites scattered orc tribes into a single rampaging horde, which runs roughshod over other orc tribes and humanoid settlements from a position of overwhelming strength.
Orc Crossbreeds.  Luthic, the orc goddess of fertility and wife of Gruumsh, demands that orcs procreate often and indiscriminately so that orc hordes swell generation after generation. The orcs' drive to reproduce runs stronger than any other humanoid race, and they readily crossbreed with other races. When an orc procreates with a non-orc humanoid of similar size and stature (such as a human or a dwarf), the resulting child is either an orc or a half-orc. When an orc produces young with an ogre, the child is a half-ogre of intimidating strength and brutish features called an ogrillon.
Source: Monster Manual p. 247, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>underdark, mountain, grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Otyugh</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>19</con>
    <int>6</int>
    <wis>13</wis>
    <cha>6</cha>
    <save>Con +7</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Otyugh</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Limited Telepathy</name>
      <text>The otyugh can magically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The otyugh makes three attacks: one with its bite and two with its tentacles.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.</text>
      <attack>Bite|+6|2d8+3</attack>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 4 (1d8) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 13) and restrained until the grapple ends. The otyugh has two tentacles, each of which can grapple one target.</text>
      <attack>Tentacle|+6|1d8+3</attack>
      </action>
    <action>
        <name>Tentacle Slam</name>
      <text>The otyugh slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC 14 Constitution saving throw or take 10 (2d6 + 3) bludgeoning damage and be stunned until the end of the otyugh's next turn. On a successful save, the target takes half the bludgeoning damage and isn't stunned.</text>
      <attack>Tentacle Slam||2d6+3</attack>
      </action>
    <description>An otyugh is a grotesque, bulbous creature borne along on three sturdy legs, its eyes and nose set along a vine. Like stalk that snakes from the top of its bloated body. Two rubbery tentacles end in spiky, leaf-like appendages that the otyugh uses to shovel food into its gaping maw.
An otyugh buries itself under mounds of offal and carrion, leaving only its sensory stalk exposed. When an edible creature happens by, the otyugh's tentacles erupt from the filth and grab hold of it.
Otyughs make the most of any opportunity to ambush and devour prey. They use a limited form of telepathy to urge sentient creatures toward their lairs, sometimes by pretending to be something else.
Dwellers in Darkness.  Otyughs tolerate bright light only when considerable stores of carrion or garbage lie within reach. In the wilderness, they dwell in stagnant swamps, scum-filled ponds, and damp forest dells. The scent of graveyards, city sewers, village middens, and manure-filled animal pens attracts them to civilized areas.
Since otyughs lack concern for anything but food, their nests sometimes accumulate a variety of treasures shed from their victims and mixed among the junk.
Symbiotic Guardians. Sentient subterranean beings can coexist with otyughs, employing them as garbage disposals. With such plentiful sustenance, otyughs grow fat in their wallows, unmoved by any other drive or desire. This sedentary gluttony makes them reliable guardians. As long as it is fed, an otyugh refrains from attacking other creatures. However, would-be otyugh masters can easily underestimate the quantity of waste, carrion, and meat necessary to keep an otyugh from wandering off in search of food. More than one "trained" otyugh has eaten its keeper after devouring all the waste in its wallow.
Source: Monster Manual p. 248, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Owl</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 5 ft., fly 60 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>8</con>
    <int>2</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Flyby</name>
      <text>The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 1 slashing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 333, Rise of Tiamat, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest, arctic</environment>
    </monster>
  <monster>
      <name>Owlbear</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>17</con>
    <int>3</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Sight and Smell</name>
      <text>The owlbear has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The owlbear makes two attacks: one with its beak and one with its claws.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 10 (1d10 + 5) piercing damage.</text>
      <attack>Beak|+7|1d10+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.</text>
      <attack>Claws|+7|2d8+5</attack>
      </action>
    <description>An owlbear's screech echoes through dark valleys and benighted forests, piercing the quiet night to announce the death of its prey. Feathers cover the thick, shaggy coat of its bearlike body, and the limpid pupils of its great round eyes stare furiously from its owlish head.
Deadly Ferocity. The owlbear's reputation for ferocity, aggression, stubbornness, and sheer ill temper makes it one of the most feared predators of the wild. There is little, if anything, that a hungry owlbear fears. Even monsters that outmatch an owlbear in size and strength avoid tangling with it, for this creature cares nothing about a foe's superior strength as it attacks without provocation.
Consummate Predators. An owlbear emerges from its den around sunset and hunts into the darkest hours of the night, hooting or screeching to declare its territory, to search for a mate, or to flush prey into its hunting grounds. These are typically forests familiar to the owlbear, and dense enough to limit its quarry's escape routes.
An owlbear makes its den in a cave or ruin littered with the bones of its prey. It drags partially devoured kills back to its den, storing portions of the carcass among the surrounding rocks, bushes, and trees. The scent of blood and rotting flesh hangs heavy near an owlbear's lair, attracting scavengers and thus luring more prey.
Owlbears hunt alone or in mated pairs. If quarry is plentiful, a family of owlbears might remain together for longer than is required to rear offspring. Otherwise, they part ways as soon as the young are ready to hunt.
Savage Companions. Although they are more intelligent than most animals, owlbears are difficult to tame. However, with enough time, food, and luck, an intelligent creature can train an owlbear to recognize it as a master, making it an unflinching guard or a fast and hardy mount. People of remote frontier settlements have even succeeded at racing owlbears, but spectators bet as often on which owlbear will attack its handler as they do on which will reach the finish line first.
Elven communities encourage owlbears to den beneath their treetop villages, using the beasts as a natural defense during the night. Hobgoblins favor owlbears as war beasts, and hill giants and frost giants sometimes keep owlbears as pets. A starved owlbear might show up in a gladiatorial arena, ruthlessly eviscerating and devouring its foes before a bloodthirsty audience.
Owlbear Origins. Scholars have long debated the origins of the owlbear. The most common theory is that a demented wizard created the first specimen by crossing a giant owl with a bear. However, venerable elves claim to have known these creatures for thousands of years, and some fey insist that owlbears have always existed in the Feywild.
Source: Monster Manual p. 249, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Panther</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 50 ft., climb 40 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>10</con>
    <int>3</int>
    <wis>14</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +4, Stealth +6</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The panther has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the panther moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the panther can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claw|+4|1d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 333, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Pegasus</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Chaotic Good</alignment>
    <ac>12</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 60 ft., fly 90 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>15</wis>
    <cha>13</cha>
    <save>Dex +4, Wis +4, Cha +3</save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>understands Celestial, Common, Elvish, and Sylvan but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d6+4</attack>
      </action>
    <description>The white winged horses known as pegasi soar through the skies, a vision of grace and majesty. When they touch down on solid ground, they linger only for a moment, drinking from mountain springs and pristine lakes. Any sound or sign of another creature startles them, sending them off to fly once more among the clouds.
Noble Mounts. Pegasi are highly prized as swift and reliable steeds, being faster and less temperamental than griffons, hippogriffs, and wyverns. However, these wild and shy creatures are as intelligent as humanoids, and so can't be traditionally broken and tamed. A pegasus must be persuaded to serve a good-aligned creature as a mount, but when it does so, it forges a lifelong bond with its new companion.
Born of the Planes. Pegasi trace their origins to the Olympian Glades of Arborea, where they soar through the skies of that plane and serve as faithful mounts to the Seldarine, the pantheon of elven gods. These gods have been known to send pegasi to the Material Plane to aid those in need.
Pegasi Nests. Pegasi mate for life, build their nests in hard-to-reach locations, and give birth to live young.
Source: Monster Manual p. 250, Eberron: Rising from the Last War, Mythic Odysseys of Theros</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Pentadrone</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>32 (5d10+5)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>13</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Modron</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Axiomatic Mind</name>
      <text>The pentadrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
      </trait>
    <trait>
        <name>Disintegration</name>
      <text>If the pentadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The pentadrone makes five arm attacks.</text>
      </action>
    <action>
        <name>Arm</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Arm|+4|1d6+2</attack>
      </action>
    <action>
        <name>Paralysis Gas (Recharge 5-6)</name>
      <text>The pentadrone exhales a 30-foot cone of gas. Each creature in that area must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Rogue Modrons</name>
      <text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
      <text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
      </action>
    <description>Pentadrones oversee Mechanus's worker populace and can improvise in response to new situations.
Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.
Absolute Law and Order.  Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us."
Variant: Rogue Modrons
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.
Absolute Hierarchy.  Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.
Cogs of the Great Machine.  If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.
The Great Modron March.  When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.
Source: Monster Manual p. 226, Tomb of Annihilation</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Peryton</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 20 ft., fly 60 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>13</con>
    <int>9</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>understands Common and Elvish but can't speak</languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dive Attack</name>
      <text>If the peryton is flying and dives at least 30 feet straight toward a target and then hits it with a melee weapon attack, the attack deals an extra 9 (2d8) damage to the target.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The peryton doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Keen Sight and Smell</name>
      <text>The peryton has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The peryton makes one gore attack and one talon attack.</text>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Gore|+5|1d8+3</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage.</text>
      <attack>Talons|+5|2d4+3</attack>
      </action>
    <description>Although this monstrous carnivore feeds on any creature, it prefers humanoids, especially elves, half-elves, and humans. When it kills a humanoid, a peryton rips out its prey's heart and takes it back to its nest to be devoured.
The peryton is a bizarre creature that blends the body and wings of a bird of prey with the head of a stag. Its strangest feature is its shadow, which appears humanoid rather than reflecting the creature's physical form. Sages postulate that the first perytons were humans transformed by a hideous curse or magical experiment, but bards tell a different tale of a man whose infidelity caused his scorned wife to cut out the heart of her younger, more beautiful rival and consume it in a ritual intended to forever win her husband's heart. The ritual succeeded until the woman's villainy was exposed. She was hanged for her crime, but the lingering magic of her foul ritual caused the carrion birds that feasted on her corpse to transform into the first perytons.
Unnatural Hunger. A peryton's reproductive cycle depends on the heart of a freshly killed humanoid. The organ must be consumed by a female peryton before she can reproduce. When a peryton consumes a heart, its shadow changes for a brief time to reflect its true monstrous form. When attacking a humanoid, a peryton is single-minded and relentless, fighting until it or its prey dies.
If a peryton is somehow driven away, it stalks lost prey from afar, attacking again when the opportunity arises.
Bane of the Mountains. Perytons roost atop mountain ridges and lair in high caves. They prey on creatures living or wandering in the vales below, and travelers on lonely mountain roads learn to keep a wary eye on the sky. Because normal weapons are less effective against perytons, the folk of the mountains know to avoid confrontations with these monsters at all costs.
Established settlements are attractive to perytons as a renewable food source. As such, village councils and local nobles often hire adventurers to eliminate peryton nests.
Source: Monster Manual p. 251, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Phase Spider</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>32 (5d10+5)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>15</dex>
    <con>12</con>
    <int>6</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Jaunt</name>
      <text>As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The spider ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (1d10 + 2) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 18 (4d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+4|1d10+2</attack>
      <attack>Bite||4d8</attack>
      </action>
    <description>A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
Source: Monster Manual p. 334, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, grassland, forest, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Piercer</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>22 (3d8+9)</hp>
    <speed>walk 5 ft., climb 5 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>16</con>
    <int>1</int>
    <wis>7</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the piercer remains motionless on the ceiling, it is indistinguishable from a normal stalactite.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The piercer can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Drop</name>
      <text>Melee Weapon Attack: +3 to hit, one creature directly underneath the piercer. 3 (1d6) piercing damage per 10 feet fallen, up to 21 (6d6). Miss: The piercer takes half the normal falling damage for the distance fallen.</text>
      <attack>Drop|+3|1d6</attack>
      </action>
    <description>Clinging to the ceilings of caverns and large subterranean passages, piercers blend in perfectly with natural rock, dropping in silence to impale unsuspecting foes on the ground below.
A piercer is the larval form of a roper, and the two creatures often attack in tandem. A rock-like shell encases a piercer's body, giving it the look and texture of a stalactite. That shell protects a soft, slug-like upper body that lets the piercer move across cavern walls and ceilings to position itself for prey. With its eye and mouth closed, the piercer is difficult to distinguish from ordinary rock formations.
Patient Hunters. Piercers can see, but they can also respond to noise and heat, waiting for living creatures to pass beneath them, then falling to attack. A piercer that misses its chance to kill must make its slow way back to the ceiling. A fallen piercer excretes a foul-smelling slime when attacked, making most predators think twice about eating it.
Piercers gather in colonies to maximize the effectiveness of their attacks, dropping simultaneously to increase the odds of striking prey. After a piercer successfully slays a creature, the others slowly creep toward the corpse to join in the feast.
Source: Monster Manual p. 252, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Pit Fiend</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>300 (24d10+168)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>26</str>
    <dex>14</dex>
    <con>24</con>
    <int>22</int>
    <wis>18</wis>
    <cha>24</cha>
    <save>Dex +8, Con +13, Wis +10</save>
    <skill></skill>
    <passive>14</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>20</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Fear Aura</name>
      <text>Any creature hostile to the pit fiend that starts its turn within 20 feet of the pit fiend must make a DC 21 Wisdom saving throw, unless the pit fiend is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to the pit fiend's Fear Aura for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The pit fiend has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The pit fiend's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The pit fiend makes four attacks: one with its bite, one with its claw, one with its mace, and one with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 22 (4d6 + 8) piercing damage. The target must succeed on a DC 21 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 21 (6d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+14|4d6+8</attack>
      <attack>Bite||6d6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.</text>
      <attack>Claw|+14|2d8+8</attack>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 15 (2d6 + 8) bludgeoning damage plus 21 (6d6) fire damage.</text>
      <attack>Mace|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 24 (3d10 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|3d10+8</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The pit fiend's spellcasting ability is Charisma (spell save DC 21). The pit fiend can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, fireball</text>
      <text>3/day each: hold monster, wall of fire</text>
      </trait>
    <spells>detect magic, fireball, hold monster, wall of fire</spells>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 77, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Pixie</name>
    <size>T</size>
    <type>fey</type>
    <alignment>Neutral Good</alignment>
    <ac>15</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 10 ft., fly 30 ft.</speed>
    <str>2</str>
    <dex>20</dex>
    <con>8</con>
    <int>10</int>
    <wis>14</wis>
    <cha>15</cha>
    <save></save>
    <skill>Perception +4, Stealth +7</skill>
    <passive>14</passive>
    <languages>Sylvan</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The pixie has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Superior Invisibility</name>
      <text>The pixie magically turns invisible until its concentration ends (as if concentrating on a spell). Any equipment the pixie wears or carries is invisible with it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The pixie's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring only its pixie dust as a component:</text>
      <text>At will: druidcraft</text>
      <text>1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep</text>
      </trait>
    <spells>druidcraft, confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep</spells>
    <description>Standing barely a foot tall, pixies resemble diminutive elves with gossamer wings like those of dragonflies or butterflies, bright as the clear dawn and as luminous as the full moonrise.
Curious as cats and shy as deer, pixies go where they please. They like to spy on other creatures and can barely contain their excitement around them. The urge to introduce themselves and strike up a friendship is almost overwhelming; only a pixie's fear of being captured or attacked stays its hand. Those who wander through a pixie's glade might never see the creatures, yet hear the occasional giggle, gasp, or sigh.
Pixies array themselves like princes and princesses of the fey, wearing flowing gowns and doublets of silk that sparkle like moonlight on a pond. Some dress in acorns, leaves, bark, and the pelts of tiny woodland beasts. They take great pride in their regalia and beam with joy when they are complimented on their ensembles.
Magical Faerie Folk. With their innate power of invisibility, pixies rarely appear unless they wish to be seen. In the Feywild and on the Material Plane, pixies etch patterns of frost on winter ponds and rouse the buds in springtime. They cause flowers to sparkle with summer dew, and color the leaves with the blazing hues of autumn.
Pixie Dust. When pixies fly visibly, a shower of sparkling dust follows in their wake like the glittering tail of a shooting star. A mere sprinkle of pixie dust is said to be able to grant the power of flight, confuse a creature hopelessly, or send foes into a magical slumber.
Only pixies can use their dust to its full potential, but these fey are constantly sought out by mages and monsters seeking to study or master their power.
Tiny Tricksters. While the arrival of visitors piques their curiosity, pixies are too shy to reveal themselves at first. They study the visitors from afar to gauge their temperament or play harmless tricks on them to measure their reactions. For example, pixies might tie a dwarf's boots together, create illusions of strange creatures or treasures, or use dancing lights to lead interlopers astray. If the visitors respond with hostility, the pixies give them a wide berth. If the visitors are good natured, the pixies are likely to be emboldened and more friendly. The fey might even emerge and offer to guide their "guests" along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.
Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.
Source: Monster Manual p. 253, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Planetar</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>19 (natural armor)</ac>
    <hp>200 (16d10+112)</hp>
    <speed>walk 40 ft., fly 120 ft.</speed>
    <str>24</str>
    <dex>20</dex>
    <con>24</con>
    <int>19</int>
    <wis>22</wis>
    <cha>25</cha>
    <save>Con +12, Wis +11, Cha +12</save>
    <skill>Perception +11</skill>
    <passive>21</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>16</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Angelic Weapons</name>
      <text>The planetar's weapon attacks are magical. When the planetar hits with any weapon, the weapon deals an extra 5d8 radiant damage (included in the attack).</text>
      </trait>
    <trait>
        <name>Divine Awareness</name>
      <text>The planetar knows if it hears a lie.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The planetar has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The planetar makes two melee attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 21 (4d6 + 7) slashing damage plus 22 (5d8) radiant damage.</text>
      <attack>Greatsword|+12|4d6+7</attack>
      </action>
    <action>
        <name>Healing Touch (4/Day)</name>
      <text>The planetar touches another creature. The target magically regains 30 (6d8 + 3) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The planetar's spellcasting ability is Charisma (spell save DC 20). The planetar can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect evil and good, invisibility (self only)</text>
      <text>3/day each: blade barrier, dispel evil and good, flame strike, raise dead</text>
      <text>1/day each: commune, control weather, insect plague</text>
      </trait>
    <spells>detect evil and good, invisibility, blade barrier, dispel evil and good, flame strike, raise dead, commune, control weather, insect plague</spells>
    <description>An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
Immortal Nature. An angel doesn't require food, drink, or sleep.
Planetar. Planetars act as the weapons of the gods they serve, presenting a tangible representation of their deities' might. A planetar can call down rain to relieve a drought, or can loose an insect plague to devour crops. A planetar's celestial ears detect every falsehood, and its radiant eyes see through every deception.
Planetars are muscular and hairless and have opalescent green skin and white-feathered wings. They tower over most humanoids, brandishing immense swords with grace. Sometimes sent to aid powerful mortals on important tasks for good, planetars are especially fond of missions that involve battling fiends.
Source: Monster Manual p. 17, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Plesiosaurus</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>68 (8d10+24)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The plesiosaurus can hold its breath for 1 hour.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 14 (3d6 + 4) piercing damage.</text>
      <attack>Bite|+6|3d6+4</attack>
      </action>
    <description>A plesiosaurus is a marine dinosaur whose compact body is driven by powerful flippers. Predatory and aggressive, it attacks any creature it encounters. Its flexible neck accounts for a third of its total length, letting it twist in any direction to deliver a powerful bite.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 80, Tomb of Annihilation, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Poisonous Snake</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>2</str>
    <dex>16</dex>
    <con>11</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 10 Constitution saving throw, taking 5 (2d4) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bite|+5|2d4</attack>
      </action>
    <description>
Source: Monster Manual p. 334, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Infernal Machine Rebuild</description>
    <environment>grassland, forest, swamp, hill, desert, coastal</environment>
    </monster>
  <monster>
      <name>Polar Bear</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>42 (5d10+15)</hp>
    <speed>walk 40 ft., swim 30 ft.</speed>
    <str>20</str>
    <dex>10</dex>
    <con>16</con>
    <int>2</int>
    <wis>13</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The bear has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The bear makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d8 + 5) piercing damage.</text>
      <attack>Bite|+7|1d8+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claws|+7|2d6+5</attack>
      </action>
    <description>
Source: Monster Manual p. 334, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, arctic</environment>
    </monster>
  <monster>
      <name>Poltergeist</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>1</str>
    <dex>14</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands all languages it knew in life but can't speak</languages>
    <cr>2</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The poltergeist can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the poltergeist has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Invisibility</name>
      <text>The poltergeist is invisible.</text>
      </trait>
    <action>
        <name>Forceful Slam</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) force damage.</text>
      <attack>Forceful Slam|+4|3d6</attack>
      </action>
    <action>
        <name>Telekinetic Thrust</name>
      <text>The poltergeist targets a creature or unattended object within 30 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 150 pounds.</text>
      <text>If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 1d6 damage per 10 feet moved.</text>
      <text>If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+4 to hit) and dealing 5 (2d4) bludgeoning damage on a hit.</text>
      <attack>Telekinetic Thrust|+4|2d4</attack>
      </action>
    <description>A poltergeist is the confused, invisible spirit of an individual with no sense of how he or she died. A poltergeist expresses its rage by hurling creatures and objects using the power of its shattered psyche.
Source: Monster Manual p. 279, Curse of Strahd, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Pony</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) bludgeoning damage.</text>
      <attack>Hooves|+4|2d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 335, Storm King's Thunder</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Priest</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (chain shirt)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>12</con>
    <int>13</int>
    <wis>16</wis>
    <cha>13</cha>
    <save></save>
    <skill>Medicine +7, Persuasion +3, Religion +5</skill>
    <passive>13</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Divine Eminence</name>
      <text>As a bonus action, the priest can expend a spell slot to cause its melee weapon attacks to magically deal an extra 10 (3d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the priest expends a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each level above 1st.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage.</text>
      <attack>Mace|+2|1d6</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The priest is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). The priest has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): cure wounds, guiding bolt, sanctuary</text>
      <text>• 2nd level (3 slots): lesser restoration, spiritual weapon</text>
      <text>• 3rd level (2 slots): dispel magic, spirit guardians</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>light, sacred flame, thaumaturgy, cure wounds, guiding bolt, sanctuary, lesser restoration, spiritual weapon, dispel magic, spirit guardians</spells>
    <description>Priests bring the teachings of their gods to the common folk. They are the spiritual leaders of temples and shrines and often hold positions of influence in their communities. Evil priests might work openly under a tyrant, or they might be the leaders of religious sects hidden in the shadows of good society, overseeing depraved rites. A priest typically has one or more acolytes to help with religious ceremonies and other sacred duties.
Source: Monster Manual p. 348, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Pseudodragon</name>
    <size>T</size>
    <type>dragon</type>
    <alignment>Neutral Good</alignment>
    <ac>13</ac>
    <hp>7 (2d4+2)</hp>
    <speed>walk 15 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>15</dex>
    <con>13</con>
    <int>10</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages>understands Common and Draconic but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Keen Senses</name>
      <text>The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The pseudodragon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Limited Telepathy</name>
      <text>The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.</text>
      <attack>Sting|+4|1d4+2</attack>
      </action>
    <action>
        <name>Variant: Pseudodragon Familiar</name>
      <text>Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.</text>
      <text>Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.</text>
      </action>
    <description>The elusive pseudodragon dwells in the quiet places of the world, making its home in the hollows of trees and small caves. With its red-brown scales, horns, and a maw filled with sharp teeth, a pseudodragon resembles a tiny red dragon but its disposition is playful.
Quiet and Defensive. Pseudodragons have little interest in other creatures, and they avoid them whenever possible. If it is attacked, a pseudodragon fights back using the poisonous stinger at the tip of its tail, one jab of which can put a creature into a catatonic state that can last for hours.
Draconic Familiars. Mages often seek out pseudodragons, whose agreeable disposition, telepathic ability, and resistance to magic make them superior familiars. Pseudodragons are selective when it comes to choosing companions, but they can sometimes be won over with gifts of food or treasure. When a pseudodragon finds an agreeable companion, it bonds with that person as long as it is treated fairly.
A pseudodragon puts up with no ill treatment, and it abandons a manipulative or abusive companion without warning.
Language of Emotion. Pseudodragons can't speak, but they communicate using a limited form of telepathy that allows them to share basic ideas such as hunger, curiosity, or affection. When it bonds with a companion, a pseudodragon can communicate what it sees and hears even over long distances.
A pseudodragon often vocalizes animal noises. A rasping purr indicates pleasure, while a hiss means unpleasant surprise. A bird-like chirping represents desire, and a growl always means anger or discontent.
Variant: Pseudodragon Familiar
Some pseudodragons are willing to serve spellcasters as a familiar. Such pseudodragons have the following trait.
Familiar. The pseudodragon can serve another creature as a familiar, forming a magic, telepathic bond with that willing companion. While the two are bonded, the companion can sense what the pseudodragon senses as long as they are within 1 mile of each other. While the pseudodragon is within 10 feet of its companion, the companion shares the pseudodragon's Magic Resistance trait. At any time and for any reason, the pseudodragon can end its service as a familiar, ending the telepathic bond.
Source: Monster Manual p. 254, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, forest, hill, urban, desert, coastal</environment>
    </monster>
  <monster>
      <name>Pteranodon</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>10</con>
    <int>2</int>
    <wis>9</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Flyby</name>
      <text>The pteranodon doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage</text>
      <attack>Bite|+3|2d4+1</attack>
      </action>
    <description>These flying reptiles have wingspans of 15 to 20 feet and typically dive for small marine prey, though they are opportunists and will attack any creature that appears edible. A pteranodon has no teeth, instead using its sharp beak to stab prey too large to swallow with one gulp.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 80, Tomb of Annihilation, Ghosts of Saltmarsh, Eberron: Rising from the Last War</description>
    <environment>mountain, grassland, coastal</environment>
    </monster>
  <monster>
      <name>Purple Worm</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>247 (15d20+90)</hp>
    <speed>walk 50 ft., burrow 30 ft.</speed>
    <str>28</str>
    <dex>7</dex>
    <con>22</con>
    <int>1</int>
    <wis>8</wis>
    <cha>4</cha>
    <save>Con +11, Wis +4</save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>15</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Tunneler</name>
      <text>The worm can burrow through solid rock at half its burrow speed and leaves a 10-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The worm makes two attacks: one with its bite and one with its stinger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 22 (3d8 + 9) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 19 Dexterity saving throw or be swallowed by the worm. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the worm, and it takes 21 (6d6) acid damage at the start of each of the worm's turns.</text>
      <attack>Bite|+14|3d8+9</attack>
      <attack>Bite||6d6</attack>
      <text>If the worm takes 30 damage or more on a single turn from a creature inside it, the worm must succeed on a DC 21 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the worm. If the worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
      </action>
    <action>
        <name>Tail Stinger</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 19 (3d6 + 9) piercing damage, and the target must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Tail Stinger|+14|3d6+9</attack>
      <attack>Tail Stinger||12d6</attack>
      </action>
    <description>The massive burrowing monster known as the purple worm terrorizes the creatures of the Underdark as it chews through solid rock in pursuit of prey. A dimwitted, ravenous force of nature, this creature regards anything it encounters as food.
Ravenous Hunters. Loud noise attracts purple worms, which have been known to interrupt underground battles and tear through subterranean cities seeking prey. The underground civilizations of the drow, the duergar, and the mind flayers maintain special wards around their settlements to deter these monsters.
Though most common in the Underdark, purple worms are frequently seen on the surface world in rocky and mountainous lands. The maw of a purple worm is large enough to swallow a horse whole, and no creature is safe from its hunger. It lunges forward by rhythmically compressing and expanding its body, catching other Underdark dwellers by surprise with the speed of its advance.
Boons of the Worm. When a purple worm burrows through the ground, it consumes earth and rock, which it breaks down and constantly excretes. Precious metals and gems can thus be found within the bodies of purple worms, which are targeted by particularly brave and foolhardy treasure hunters.
A burrowing purple worm constantly creates new tunnels throughout the Underdark, which are quickly made use of by other creatures as corridors and highways. Because a purple worm rarely returns to its own tunnels, such passageways are a good place to avoid these monsters. Areas rich in prey quickly become interlaced with complex tunnel systems resulting from several worms hunting together.
Source: Monster Manual p. 255, Explorer's Guide to Wildemount</description>
    <environment>underdark, desert</environment>
    </monster>
  <monster>
      <name>Quadrone</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>16 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>12</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Modron</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Axiomatic Mind</name>
      <text>The quadrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
      </trait>
    <trait>
        <name>Disintegration</name>
      <text>If the quadrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The quadrone makes two fist attacks or four shortbow attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
      <attack>Fist|+3|1d4+1</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Rogue Modrons</name>
      <text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
      <text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
      </action>
    <description>Astute combatants, quadrones serve as artillery and field officers in the regiments of modron armies.
Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.
Absolute Law and Order.  Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us."
Variant: Rogue Modrons
A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.
A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.
Absolute Hierarchy.  Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.
Cogs of the Great Machine.  If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.
The Great Modron March.  When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.
Source: Monster Manual p. 226, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Quaggoth</name>
    <size>M</size>
    <type>humanoid (quaggoth)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>16</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Athletics +5</skill>
    <passive>11</passive>
    <languages>Undercommon</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Wounded Fury</name>
      <text>While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The quaggoth makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <description>Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death.
Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.
As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned.
Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves.
Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot.
A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds.
Source: Monster Manual p. 256, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Quaggoth Spore Servant</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>16</con>
    <int>2</int>
    <wis>6</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, frightened, paralyzed, poisoned</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <action>
        <name>Multiattack</name>
      <text>The spore servant makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <description>A spore servant is any Large or smaller creature brought back to life by the animating spores of a myconid sovereign. A creature that was never flesh and blood to begin with (such as a construct, elemental, ooze, plant, or undead) can't be turned into a spore servant.
Retained Characteristics. The servant retains its Armor Class, hit points, Hit Dice, Strength, Dexterity, Constitution, vulnerabilities, resistances, and immunities.
Lost Characteristics. The servant loses its original saving throw and skill bonuses, special senses, and special traits. It loses any action that isn't Multiattack or a melee weapon attack that deals bludgeoning, piercing, or slashing damage. If it has an action or a melee weapon attack that deals some other type of damage, it loses the ability to deal damage of that type, unless the damage comes from a piece of equipment, such as a magic item.
Type. The servant's type is plant, and it loses any tags.
Alignment. The servant is unaligned.
Speed. Reduce all the servant's speeds by 10 feet, to a minimum of 5 feet.
Ability Scores. The servant's ability scores change as follows: Int 2 (-4), Wis 6 (-2), Cha 1 (-5).
Senses. The servant has blindsight with a radius of 30 feet, and it is blind beyond this radius.
Condition Immunities. The servant can't be blinded, charmed, frightened, or paralyzed.
Languages. The servant loses all known languages, but it responds to orders given to it by myconids using rapport spores. The servant gives highest priority to orders received from the most powerful myconid.
Attacks. If the servant has no other means of dealing damage, it can use its fists or limbs to make unarmed strikes. On a hit, an unarmed strike deals bludgeoning damage equal to 1d4 + the servant's Strength modifier, or, if the servant is Large, 2d4 + its Strength modifier.
Source: Monster Manual p. 230, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Quaggoth Thonot</name>
    <size>M</size>
    <type>humanoid (quaggoth)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>16</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Athletics +5</skill>
    <passive>10</passive>
    <languages>Undercommon</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Wounded Fury</name>
      <text>While it has 10 hit points or fewer, the quaggoth has advantage on attack rolls. In addition, it deals an extra 7 (2d6) damage to any target it hits with a melee attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The quaggoth makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The quaggoth's innate spellcasting ability is Wisdom (spell save DC 11). The quaggoth can innately cast the following spells, requiring no components:</text>
      <text>At will: feather fall, mage hand (the hand is invisible)</text>
      <text>1/day each: cure wounds, enlarge/reduce, heat metal, mirror image</text>
      </trait>
    <spells>feather fall, mage hand, cure wounds, enlarge/reduce, heat metal, mirror image</spells>
    <description>Savage and territorial, quaggoths climb the chasms of the Underdark. They maul their foes in a frenzy, becoming even more murderous in the face of death.
Quaggoth Origins. Quaggoths were never an enlightened species, but they were not always the brutal Underdark denizens they are today. In a distant age, quaggoth tribes dwelled upon the surface as nocturnal arboreal hunters, possessing their own language and culture. When elves appeared in the mortal realm, they clashed with the quaggoths, eventually driving them to near extinction. Only by fleeing deep into the Underdark did the quaggoths survive.
As they passed the ages deep beneath the world, the quaggoths' fur lost its color and their vision adapted to the darkness, even as the constant danger and weird magic of their new realm transformed them. Turning increasingly brutal and savage, they ate whatever food they could find-and when they could not find it, they preyed on each other. As cannibalism became part of their culture, their past was abandoned.
Servants of the Drow. The ancient enmity between quaggoths and surface elves makes them easy converts to the dark elf cause. In recent years, the drow have taken an interest in breeding quaggoths, encouraging their ferocity while strengthening their obedience. Wealthy drow houses have legions of quaggoths at their command. Even worse, the drow cultivate the quaggoths' hatred of the elves by leading them on surface raids against known elven enclaves.
Thonots. Some quaggoths absorb psionic energy that suffuses certain parts of the Underdark. When a tribe discovers that one of its own has inherited such powers, they press it into the role of tribal shaman, or thonot.
A thonots keep a tribe's lore and ensures its superiority against enemies. A thonot that fails the tribe is slain and devoured in a cannibalistic ritual, in the hope that its power passes to another more worthy quaggoth.
Poison Immunity. Generations of hunting venomous subterranean creatures and perpetual exposure to the molds and fungi that grow in the depths have forced quaggoths to adapt immunities to poisons of all kinds.
Source: Monster Manual p. 256, Waterdeep: Dungeon of the Mad Mage, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Quasit</name>
    <size>T</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>7 (3d4)</hp>
    <speed>walk 40 ft.</speed>
    <str>5</str>
    <dex>17</dex>
    <con>10</con>
    <int>7</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>10</passive>
    <languages>Abyssal, Common</languages>
    <cr>1</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The quasit can use its action to polymorph into a beast form that resembles a bat (speed 10 feet fly 40 ft.), a centipede (40 ft., climb 40 ft.), or a toad (40 ft., swim 40 ft.), 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.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The quasit has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Claw (Bite in Beast Form)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claw (Bite in Beast Form)|+4|1d4+3</attack>
      <attack>Claw (Bite in Beast Form)||2d4</attack>
      </action>
    <action>
        <name>Scare (1/Day)</name>
      <text>One creature of the quasit's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the quasit is within line of sight, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Invisibility</name>
      <text>The quasit magically turns invisible until it attacks or uses Scare, or until its concentration ends (as if concentrating on a spell). Any equipment the quasit wears or carries is invisible with it.</text>
      </action>
    <action>
        <name>Variant: Quasit Familiar</name>
      <text>Mortal spellcasters interested in extraplanar familiars find quasits easy to summon and eager to serve. The quasit plays the part of the obsequious servant. It serves its master well, but it goads the mortal to greater and greater acts of chaos and evil. Such quasits have the following trait.</text>
      <text>Familiar. The quasit can serve another creature as a familiar, forming a telepathic bond with its willing master. While the two are bonded, the master can sense what the quasit senses as long as they are within 1 mile of each other. While the quasit is within 10 feet of its master, the master shares the quasit's Magic Resistance trait. At any time and for any reason, the quasit can end its service as a familiar, ending the telepathic bond.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 63, Curse of Strahd, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Quipper</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>1 (1d4-1)</hp>
    <speed>swim 40 ft.</speed>
    <str>2</str>
    <dex>16</dex>
    <con>9</con>
    <int>1</int>
    <wis>7</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The quipper has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The quipper can breathe only underwater.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>A quipper is a carnivorous fish with sharp teeth.
Quippers can adapt to any aquatic environment, including cold subterranean lakes. They frequently gather in swarms; the statistics for a swarm of quippers appear later in this appendix.
Source: Monster Manual p. 335, Princes of the Apocalypse, Tomb of Annihilation, Ghosts of Saltmarsh, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Rakshasa</name>
    <size>M</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>110 (13d8+52)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>17</dex>
    <con>18</con>
    <int>13</int>
    <wis>16</wis>
    <cha>20</cha>
    <save></save>
    <skill>Deception +10, Insight +8</skill>
    <passive>13</passive>
    <languages>Common, Infernal</languages>
    <cr>13</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable>piercing from magic weapons wielded by good creatures</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Limited Magic Immunity</name>
      <text>The rakshasa can't be affected or detected by spells of 6th level or lower unless it wishes to be. It has advantage on saving throws against all other spells and magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The rakshasa makes two claw attacks</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.</text>
      <attack>Claw|+7|2d6+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The rakshasa's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The rakshasa can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, disguise self, mage hand, minor illusion</text>
      <text>3/day each: charm person, detect magic, invisibility, major image, suggestion</text>
      <text>1/day each: dominate person, fly, plane shift, true seeing</text>
      </trait>
    <spells>detect thoughts, disguise self, mage hand, minor illusion, charm person, detect magic, invisibility, major image, suggestion, dominate person, fly, plane shift, true seeing</spells>
    <description>The rakshasa employs delicacy and misdirection in its pursuit of dominion over others. Few creatures ever see the fiend in its true form, for it can take on any guise it wants, although it prefers to masquerade as someone powerful or influential: a noble, cardinal, or rich merchant, for example. A rakshasa's true form combines the features of a human and a tiger, with one noteworthy deformity: its palms are where the backs of the hands would be on a human.
Evil Spirits in Mortal Flesh.  Rakshasas originated long ago in the Nine Hells, when powerful devils created a dark ritual to free their essence from their fiendish bodies in order to escape the Lower Planes. A rakshasa enters the Material Plane to feed its appetite for humanoid flesh and evil schemes. It selects its prey with care, taking pains to keep its presence in the world a secret.
Evil Reborn. For a rakshasa, death on the Material Plane means an agonizing and torturous return to the Nine Hells, where its essence remains trapped until its body reforms-a process that can take months or years.
When the rakshasa is reborn, it has all the memories and knowledge of its former life, and it seeks retribution against the one who slew it. If the target has somehow slipped through its grasp, the rakshasa might punish its killer's family, friends, or descendants.
Like devils, rakshasas killed in the Nine Hells are forever destroyed.
Source: Monster Manual p. 257, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Eberron: Rising from the Last War, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Rat</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 20 ft.</speed>
    <str>2</str>
    <dex>11</dex>
    <con>9</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The rat has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +0 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 335, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Raven</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 10 ft., fly 50 ft.</speed>
    <str>2</str>
    <dex>14</dex>
    <con>8</con>
    <int>2</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Mimicry</name>
      <text>The raven can mimic simple sounds it has heard, such as a person whispering, a baby crying, or an animal chittering. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 335, Curse of Strahd, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>swamp, hill, urban</environment>
    </monster>
  <monster>
      <name>Red Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 30 ft., climb 30 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +2, Con +5, Wis +2, Cha +4</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage plus 3 (1d6) fire damage.</text>
      <attack>Bite|+6|1d10+4</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dragon exhales fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||7d6</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 98, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Red Slaad</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>16</con>
    <int>6</int>
    <wis>6</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages>Slaad, telepathy 60 ft.</languages>
    <cr>5</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The slaad regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The slaad makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage.</text>
      <attack>Bite|+6|2d4+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be infected with a disease—a minuscule slaad egg.</text>
      <attack>Claw|+6|1d8+3</attack>
      <text>A humanoid host can carry only one slaad egg to term at a time. Over three months, the egg moves to the chest cavity, gestates, and forms a slaad tadpole. In the 24-hour period before giving birth, the host starts to feel unwell, its speed is halved, and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the host's chest in 1 round, killing the host in the process.</text>
      <text>If the disease is cured before the tadpole's emergence, the unborn slaad is disintegrated.</text>
      </action>
    <action>
        <name>Variant: Control Gem</name>
      <text>Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled.</text>
      <text>Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.</text>
      <text>A greater restoration spell cast on the slaad destroys the gem without harming the slaad.</text>
      <text>Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.</text>
      </action>
    <description>When a red slaad claws a humanoid creature, it can inject an egg from a gland under one of its claws. The egg works its way into its host and gestates, eventually forming a slaad tadpole. Such a tadpole then eats its way out of the host's body, feeds on the host's remains, and then seeks any other fresh meat it can find. The tadpole transforms into a fully grown blue slaad-or green slaad if the host had the ability to cast 3rd level spells or higher-within 2d12 hours.
Slaadi. In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone.  Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Birth and Transformation.  Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers.  Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Source: Monster Manual p. 276, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Reef Shark</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>swim 40 ft.</speed>
    <str>14</str>
    <dex>13</dex>
    <con>13</con>
    <int>1</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The shark has advantage on an attack roll against a creature if at least one of the shark's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The shark can breathe only underwater.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <description>Smaller than giant sharks and hunter sharks, reef sharks inhabit shallow waters and coral reefs, gathering in small packs to hunt. A full-grown specimen measures 6 to 10 feet long.
Source: Monster Manual p. 336, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Remorhaz</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>195 (17d12+85)</hp>
    <speed>walk 30 ft., burrow 20 ft.</speed>
    <str>24</str>
    <dex>13</dex>
    <con>21</con>
    <int>4</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>11</cr>
    <resist></resist>
    <immune>cold, fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 10 (3d6) fire damage.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 40 (6d10 + 7) piercing damage plus 10 (3d6) fire damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the remorhaz can't bite another target.</text>
      <attack>Bite|+11|6d10+7</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The remorhaz makes one bite attack against a Medium or smaller creature it is grappling. If the attack hits, that creature takes the bite's damage and is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the remorhaz, and it takes 21 (6d6) acid damage at the start of each of the remorhaz's turns.</text>
      <text>If the remorhaz takes 30 damage or more on a single turn from a creature inside it, the remorhaz must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet oft he remorhaz. If the remorhaz dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 15 feet of movement, exiting prone.</text>
      </action>
    <description>From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.
Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.
Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.
Source: Monster Manual p. 258, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Revenant</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral</alignment>
    <ac>13 (leather armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>13</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Str +7, Con +7, Wis +6, Cha +7</save>
    <skill></skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic, psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>The revenant regains 10 hit points at the start of its turn. If the revenant takes fire or radiant damage, this trait doesn't function at the start of the revenant's next turn. The revenant's body is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>When the revenant's body is destroyed, its soul lingers. After 24 hours, the soul inhabits and animates another humanoid corpse on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.</text>
      </trait>
    <trait>
        <name>Turn Immunity</name>
      <text>The revenant is immune to effects that turn undead.</text>
      </trait>
    <trait>
        <name>Vengeful Tracker</name>
      <text>The revenant knows the distance to and direction of any creature against which it seeks revenge, even if the creature and the revenant are on different planes of existence. If the creature being tracked by the revenant dies, the revenant knows.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The revenant makes two fist attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage. If the target is a creature against which the revenant has sworn vengeance, the target takes an extra 14 (4d6) bludgeoning damage. Instead of dealing damage, the revenant can grapple the target (escape DC 14) provided the target is Large or smaller.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <action>
        <name>Vengeful Glare</name>
      <text>The revenant targets one creature it can see within 30 feet of it and against which it has sworn vengeance. The target must make a DC 15 Wisdom saving throw. On a failure, the target is paralyzed until the revenant deals damage to it, or until the end of the revenant's next turn. When the paralysis ends, the target is frightened of the revenant for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, with disadvantage if it can see the revenant, ending the frightened condition on itself on a success.</text>
      </action>
    <action>
        <name>Variant: Revenants with Spells and Weapons</name>
      <text>Revenants that were spellcasters before they died might retain some or all of their spellcasting capabilities. Similarly, revenants that wore armor and wielded weapons in life might continue to do so.</text>
      </action>
    <description>A revenant forms from the soul of a mortal who met a cruel and undeserving fate. It claws its way back into the world to seek revenge against the one who wronged it. The revenant reclaims its mortal body and superficially resembles a zombie. However, instead of lifeless eyes, a revenant's eyes burn with resolve and flare in the presence of its adversary. If the revenant's original body was destroyed or is otherwise unavailable, the spirit of the revenant enters another humanoid corpse. Regardless of the body the revenant uses as a vessel, its adversary always recognizes the revenant for what it truly is.
Hunger for Revenge. A revenant has only one year to exact revenge. When its adversary dies, or if the revenant fails to kill its adversary before its time runs out, it crumbles to dust and its soul fades into the afterlife. If its foe is too powerful for the revenant to destroy on its own, it seeks worthy allies to help it fulfill its quest.
Divine Justice. No magic can hide a creature pursued by a revenant, which always knows the direction and distance between it and the target of its vengeance. In cases where the revenant seeks revenge against more than one adversary, it pursues them one at a time, starting with the creature that dealt it the killing blow. If the revenant's body is destroyed, its soul flies forth to seek out a new corpse in which to resume its hunt.
Undead Nature. A revenant doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 259, Curse of Strahd, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>forest, swamp, hill, urban, desert, arctic</environment>
    </monster>
  <monster>
      <name>Rhinoceros</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>8</dex>
    <con>15</con>
    <int>2</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the rhinoceros moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage.</text>
      <attack>Gore|+7|2d8+5</attack>
      </action>
    <description>
Source: Monster Manual p. 336, Tomb of Annihilation, Waterdeep: Dragon Heist, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Riding Horse</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>13 (2d10+2)</hp>
    <speed>walk 60 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>12</con>
    <int>2</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage.</text>
      <attack>Hooves|+5|2d4+3</attack>
      </action>
    <description>
Source: Monster Manual p. 336, Curse of Strahd, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>grassland, urban</environment>
    </monster>
  <monster>
      <name>Roc</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>248 (16d20+80)</hp>
    <speed>walk 20 ft., fly 120 ft.</speed>
    <str>28</str>
    <dex>10</dex>
    <con>20</con>
    <int>3</int>
    <wis>10</wis>
    <cha>9</cha>
    <save>Dex +4, Con +9, Wis +4, Cha +3</save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight</name>
      <text>The roc has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The roc makes two attacks: one with its beak and one with its talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 27 (4d8 + 9) piercing damage.</text>
      <attack>Beak|+13|4d8+9</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 23 (4d6 + 9) slashing damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained, and the roc can't use its talons on another target.</text>
      <attack>Talons|+13|4d6+9</attack>
      </action>
    <description>At first sight, a roc's silhouette looks much like any other bird of prey. As it descends, however, its unearthly size becomes terrifyingly clear. In flight, a roc's wingspan spreads two hundred feet or more. At rest, perched upon the mountain peaks that are its home, this monstrous bird rivals the oldest dragons in size.
Sky Titans. In the ancient days when giants battled dragons for control of the world, Annam, the father of the giant gods, created the rocs so that his worshipers might challenge the dragons' dominance of the air.
When the war ended, the rocs were freed from giant domination and spread throughout the world.
Though cloud giants and storm giants sometimes tame these great birds, rocs treat even giants as potential prey. They fly great distances in search of food, soaring high above the clouds to reach their favored hunting grounds. A roc seldom hunts swift or small creatures, and it ignores towns and forests where prey can easily take cover. When it locates a large and slow-moving target such as a giant, a whale, or an elephant, a roc dives down to snatch its prey in its massive talons.
Remote and Alone. Rocs are solitary creatures that can live for centuries. They lair in nests made from trees, tents, broken ships, and the remains of caravans they carry off, placing these massive tangles in mountain clefts out of the reach of lesser creatures.
Sometimes a roc's nest contains treasures from the caravans or ships they raid, but these creatures are heedless of such baubles. More rarely, a nest holds eggs that are taller than a human, produced by the rocs' infrequent mating.
Source: Monster Manual p. 260, Curse of Strahd, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, hill, desert, coastal, arctic</environment>
    </monster>
  <monster>
      <name>Roper</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 10 ft., climb 10 ft.</speed>
    <str>18</str>
    <dex>8</dex>
    <con>17</con>
    <int>7</int>
    <wis>16</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +6, Stealth +5</skill>
    <passive>16</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the roper remains motionless, it is indistinguishable from a normal cave formation, such as a stalagmite.</text>
      </trait>
    <trait>
        <name>Grasping Tendrils</name>
      <text>The roper can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to the roper, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The roper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The roper makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 22 (4d8 + 4) piercing damage.</text>
      <attack>Bite|+7|4d8+4</attack>
      </action>
    <action>
        <name>Tendril</name>
      <text>Melee Weapon Attack: +7 to hit, reach 50 ft., one creature. The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can't use the same tendril on another target.</text>
      </action>
    <action>
        <name>Reel</name>
      <text>The roper pulls each creature grappled by it up to 25 feet straight toward it.</text>
      </action>
    <description>Living in caves and caverns throughout the Underdark, voracious ropers feast on whatever they can catch and seize. A roper eats any creature, from Underdark beasts to adventurers and their gear.
A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up cave walls and along stone ceilings, finding the best position from which to attack.
Underdark Hunters. The roper is an evolved, mature form of piercer, with which it shares its rock-like appearance and hunting tactics. A roper can hold still for long hours, shutting its single eye to look like nothing more than a mundane formation of rock. Creatures that come too close are surprised when that eye snaps open and sticky tendrils shoot out to seize them. The roper then makes horrible guttural sounds as it reels in its struggling victims, drawing them close for the fatal bite of its stony teeth.
A roper can digest anything it eats with the exception of platinum, gemstones, and magic items, which can sometimes be retrieved from the creature's gizzard after death. A roper's digestive juices are also valuable, fetching a high price from alchemists who use them as a solvent.
Weakening Tendrils. A roper has six nubs set along its body, through which it extrudes sticky tendrils that bond to whatever they touch. Each tendril sends out hair-like growths that penetrate a creature's flesh and sap its strength, so the victim can struggle only weakly as the roper reels it in. If a tendril is cut through or broken, the roper produces a new one to replace it.
Source: Monster Manual p. 261, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Rug of Smothering</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>33 (6d10)</hp>
    <speed>walk 10 ft.</speed>
    <str>17</str>
    <dex>14</dex>
    <con>10</con>
    <int>1</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Antimagic Susceptibility</name>
      <text>The rug is incapacitated while in the area of an antimagic field. If targeted by dispel magic, the rug must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.</text>
      </trait>
    <trait>
        <name>Damage Transfer</name>
      <text>While it is grappling a creature, the rug takes only half the damage dealt to it, and the creature grappled by the rug takes the other half.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the rug remains motionless, it is indistinguishable from a normal rug.</text>
      </trait>
    <action>
        <name>Smother</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. The creature is grappled (escape DC 13). Until this grapple ends, the target is restrained, blinded, and at risk of suffocating, and the rug can't smother another target. In addition, at the start of each of the target's turns, the target takes 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Smother|+5|2d6+3</attack>
      </action>
    <description>Would-be thieves and careless heroes arrive at the doorsteps of an enemy's abode, eyes and ears alert for traps, only to end their quest prematurely as the rugs beneath their feet animate and smother them to death.
A rug of smothering can be made in many different forms, from a finely woven carpet fit for a queen to a coarse mat in a peasant's hovel. Creatures with the ability to sense magic detect the rug's false magical aura.
In some cases, a rug of smothering is disguised as a carpet of flying or another beneficial magic item. However, a character who stands or sits on the rug, or who attempts to utter a word of command, is quickly trapped as the rug of smothering rolls itself tightly around its victim.
Animated Objects. Animated objects are crafted with potent magic to follow the commands of their creators. When not commanded, they follow the last order they received to the best of their ability, and can act independently to fulfill simple instructions. Some animated objects (including many of those created in the Feywild) might converse fluently or adopt a persona, but most are simple automatons.
Constructed Nature.  An animated object doesn't require air, food, drink, or sleep. The magic that animates an object is dispelled when the construct drops to 0 hit points. An animated object reduced to 0 hit points becomes inanimate and is too damaged to be of much use or value to anyone.
Source: Monster Manual p. 20, Curse of Strahd, Hoard of the Dragon Queen, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Rust Monster</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>13</con>
    <int>2</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Iron Scent</name>
      <text>The rust monster can pinpoint, by scent, the location of ferrous metal within 30 feet of it.</text>
      </trait>
    <trait>
        <name>Rust Metal</name>
      <text>Any nonmagical weapon made of metal that hits the rust monster corrodes. After dealing damage, the weapon takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Bite|+3|1d8+1</attack>
      </action>
    <action>
        <name>Antennae</name>
      <text>The rust monster corrodes a nonmagical ferrous metal object it can see within 5 feet of it. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the rust monster's touch.</text>
      <text>If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it rusts as described in the Rust Metal trait.</text>
      </action>
    <description>Most dwarves would rather face a squad of orcs than confront a single rust monster. These strange, normally docile creatures corrode ferrous metals, then gobble up the rust they create. In doing so, they have ruined the armor, shields, and weapons of countless adventurers.
A rust monster's body is covered in thick, lumpy armor, its long tail ends in a bony protrusion, and two feathery antennae sprout from its insectile head.
Underground Scavengers. Rust monsters roam subterranean passages in search of ferrous metals such as iron, steel, adamantine, and mithral to consume.
They ignore creatures not carrying such metals, but can become aggressive toward those bearing steel weapons and armor. A rust monster can smell its food at a distance, immediately dashing toward the scent's source to corrode and consume the object.
A rust monster doesn't care if the rust it consumes comes from a spike or a sword. Adventurers can distract the creature by dropping ferrous objects behind them.
Subterranean Wanderers. Rust monsters are rarely found in large numbers, preferring to hunt alone or in small groups. They meander along tunnels, moving from cave to cave in their tireless search for ferrous metals to consume. Their wanderings often bring them into contact with other Underdark denizens that find them harmless or unappetizing. Thus, rust monsters may be found in close proximity to other subterranean monsters. If they are well treated and well fed, they can also become friendly companions or pets.
Source: Monster Manual p. 262, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Saber-Toothed Tiger</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>52 (7d10+14)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>3</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The tiger has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d10 + 5) piercing damage.</text>
      <attack>Bite|+6|1d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claw|+6|2d6+5</attack>
      </action>
    <description>
Source: Monster Manual p. 336, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, arctic</environment>
    </monster>
  <monster>
      <name>Sahuagin</name>
    <size>M</size>
    <type>humanoid (sahuagin)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>13</str>
    <dex>11</dex>
    <con>12</con>
    <int>12</int>
    <wis>13</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Sahuagin</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.</text>
      </trait>
    <trait>
        <name>Shark Telepathy</name>
      <text>The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sahuagin makes two melee attacks: one with its bite and one with its claws or spear.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <description>Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
Source: Monster Manual p. 263, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Sahuagin Baron</name>
    <size>L</size>
    <type>humanoid (sahuagin)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (breastplate)</ac>
    <hp>76 (9d10+27)</hp>
    <speed>walk 30 ft., swim 50 ft.</speed>
    <str>19</str>
    <dex>15</dex>
    <con>16</con>
    <int>14</int>
    <wis>13</wis>
    <cha>17</cha>
    <save>Dex +5, Con +6, Int +5, Wis +4</save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Sahuagin</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.</text>
      </trait>
    <trait>
        <name>Shark Telepathy</name>
      <text>The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sahuagin makes three attacks: one with his bite and two with his claws or trident.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (2d4 + 4) piercing damage.</text>
      <attack>Bite|+7|2d4+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claws|+7|2d6+4</attack>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Trident|+7|2d6+4</attack>
      </action>
    <description>Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
Source: Monster Manual p. 264, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Sahuagin Priestess</name>
    <size>M</size>
    <type>humanoid (sahuagin)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>13</str>
    <dex>11</dex>
    <con>12</con>
    <int>12</int>
    <wis>14</wis>
    <cha>13</cha>
    <save></save>
    <skill>Perception +6, Religion +3</skill>
    <passive>16</passive>
    <languages>Sahuagin</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The sahuagin has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The sahuagin can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.</text>
      </trait>
    <trait>
        <name>Shark Telepathy</name>
      <text>The sahuagin can magically command any shark within 120 feet of it, using a limited telepathy.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sahuagin makes two melee attacks: one with her bite and one with her claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The sahuagin is a 6th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). She has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, thaumaturgy</text>
      <text>• 1st level (4 slots): bless, detect magic, guiding bolt</text>
      <text>• 2nd level (3 slots): hold person, spiritual weapon (trident)</text>
      <text>• 3rd level (3 slots): mass healing word, tongues</text>
      </trait>
    <slots>4, 3, 3</slots>
    <spells>guidance, thaumaturgy, bless, detect magic, guiding bolt, hold person, spiritual weapon, mass healing word, tongues</spells>
    <description>Across fog-shrouded coasts or endless ocean swells, an ominous drone sounded on a conch shell chills the blood of all who hear it. This is the sound of the sahuagin hunting horn-a call to raid and battle. Coastal settlers refer to sahuagin as "sea devils," for sahuagin have no compassion in them, slaughtering the crews of ships and decimating coastal villages.
Devils of the Deep. Sahuagin are a predatory, piscine race that ventures from the ocean's black depths to hunt the creatures of the shallows and shore. Though they dwell in the deepest trenches of the ocean, sahuagin view the entire aquatic realm as their kingdom and the creatures in it as blood sport for their hunting parties.
The self-styled rulers of sahuagin ocean domains are massive mutant males that grow second sets of arms. They are terrible foes in battle, and all sahuagin bow down before these powerful barons.
Way of the Shark. Sahuagin worship the shark god Sekolah. Only female sahuagin are deemed worthy of channeling the god's power, and priestesses hold tremendous sway in sahuagin communities.
Sahuagin are driven into a frenzy by the smell of fresh blood. As worshipers of Sekolah, they also have a special kinship with sharks, which they train as attack animals. Even untrained sharks recognize sahuagin as allies and don't prey on them.
Elven Enmity. The sahuagin might control the oceans if not for the presence of their mortal enemies, the aquatic elves. Wars between the two races have raged for centuries across the coasts and seas of the world, disrupting maritime trade and drawing other races into the bloody conflict.
So intense is sahuagin hatred for the aquatic elves that the sea devils have adapted to combat their ancient foes. A sahuagin born near enough to an aquatic elf community can enter the world as a malenti-a sahuagin that physically resembles an aquatic elf in every way. Sahuagin are prone to mutation, but whether this rare phenomenon is a result of the wars between the sahuagin and the aquatic elves-or whether it preceded or even began the conflict-none can say.
The sahuagin put the malenti to good use as spies and assassins in aquatic elf cities and the societies of other creatures that pose a threat to sahuagin. The mere shadow of the malenti threat incites paranoia and suspicion among aquatic elves, whose resilience is weakened as the prelude to an actual sahuagin invasion.
Source: Monster Manual p. 264, Tales from the Yawning Portal, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Salamander</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>90 (12d10+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Ignan</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire</immune>
    <vulnerable>cold</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the salamander or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.</text>
      </trait>
    <trait>
        <name>Heated Weapons</name>
      <text>Any metal melee weapon the salamander wields deals an extra 3 (1d6) fire damage on a hit (included in the attack).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The salamander makes two attacks: one with its spear and one with its tail.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 11 (2d6 + 4) piercing damage, or 13 (2d8 + 4) piercing damage if used with two hands to make a melee attack, plus 3 (1d6) fire damage.</text>
      <attack>Spear|+7|2d6+4</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage plus 7 (2d6) fire damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, the salamander can automatically hit the target with its tail, and the salamander can't make tail attacks against other targets.</text>
      <attack>Tail|+7|2d6+4</attack>
      </action>
    <description>Salamanders slither across the Sea of Ash on the Elemental Plane of Fire, their sinuous coils and jagged spines smoldering. Intense heat washes off their bodies, while their yellow eyes glow like candles in the deep-set hollows of their hawkish faces.
Salamanders adore power, and they delight in setting fire to things. Outside their home plane, they play among the burning skeletons of charred trees as forest fires rage around them, or slither down the slopes of erupting volcanoes to linger in fire pits and magma floes.
Fire Snakes. Salamanders hatch from eggs that are two-foot-diameter spheres of smoldering obsidian. When a salamander is ready to hatch, it melts its way through the egg's thick shell and emerges as a fire snake. A fire snake matures into a salamander adult within a year.
Slaves of the Efreet. Long ago, the efreet hired azers to build the fabled City of Brass, but then failed in their attempt to enslave that mystical race when the azers' work was done. Turning instead to strike against the salamanders, the efreet had better luck in establishing a slave race, which they use to unleash war and destruction across the planes.
Salamanders despise the azers, believing that if the efreet had succeeded in dominating that race of elemental crafters, the salamanders would still be free. The efreet use this enmity to their own advantage, stoking the salamanders' hatred and pitting them against the efreets' former servants.
The efreet suffer salamanders to serve no other master; when efreet encounter salamanders dedicated to the cults of Elemental Evil, they slay them rather than taking them as slaves.
Domineering Nobles. Although salamanders follow the destructive impulses of their fiery nature, slavery under the efreet has impacted the culture of free salamanders. They rule their own societies according to the efreet model, in which larger and stronger salamanders claim dominion over their lesser kin.
As salamanders age, they increase in size and status, rising to positions of power as cruel nobles among their kind. Nobles rule wandering bands of salamanders, which move across the Elemental Plane of Fire like desert nomads, raiding other communities for treasure.
Living Forges. Salamanders generate intense heat, and when they fight, their weapons glow red and sear the bodies of their enemies on contact. Even approaching a salamander is dangerous, since flesh blisters and burns in its proximity.
This inherent heat is an asset to salamanders' skill as smiths, allowing them to soften and shape iron and steel with their bare hands. Although not as meticulous as azers, salamanders number among the greatest metalsmiths in all the planes. Powerful creatures summon them as warriors, but others enlist the salamanders for their crafting skills, or bind them to forges and ovens to generate limitless heat.
Source: Monster Manual p. 266, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Satyr</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (leather armor)</ac>
    <hp>31 (7d8)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>11</con>
    <int>12</int>
    <wis>10</wis>
    <cha>14</cha>
    <save></save>
    <skill>Perception +2, Performance +6, Stealth +5</skill>
    <passive>12</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The satyr has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage.</text>
      <attack>Ram|+3|2d4+1</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      </action>
    <action>
        <name>Variant: Satyr Pipes</name>
      <text>A satyr might carry panpipes that it can play to create magical effects. Usually, only one satyr in a group carries such pipes. If a satyr has pipes, it gains the following additional action option.</text>
      <text>Panpipes. The satyr plays its pipes and chooses one of the following magical effects: a charming melody, a frightening strain, or a gentle lullaby. Any creature within 60 feet of the satyr that can hear the pipes must succeed on a DC 13 Wisdom saving throw or be affected as described below. Other satyrs and creature that can't be charmed are unaffected</text>
      <text>An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to these panpipes for the next 24 hours.</text>
      <text>Charming Melody. The creature is charmed by the satyr for 1 minute. If the satyr or any of its companions harms the creature, the effect on it ends immediately.</text>
      <text>Frightening Strain. The creature is frightened for 1 minute.</text>
      <text>Gentle Lullaby. The creature falls asleep and is unconscious for 1 minute. The effect ends if the creature takes damage or if someone takes an action to shake the creature awake.</text>
      </action>
    <description>Satyrs are raucous fey that frolic in wild forests, driven by curiosity and hedonism in equal measure.
Satyrs resemble stout male humans with the furry lower bodies and cloven hooves of goats. Horns sprout from their heads, ranging in shape from a pair of small nubs to large, curling rams' horns. They typically sport facial hair.
Hedonistic Revelers. Satyrs crave the strongest drink, the most fragrant spices, and the most dizzying dances. A satyr feels starved when it can't indulge itself, and it goes to great lengths to sate its desires. It might kidnap a fine minstrel to hear lovely songs, sneak through a well-defended garden to gaze upon a beautiful lad or lass, or infiltrate a palace to taste the finest food in the land. Satyrs allow no festivity to pass them by. They partake in any holiday they've heard of. Civilizations of the world have enough festivals and holy days among them to justify nonstop celebration.
Inebriated on drink and pleasure, satyrs give no thought to the consequences of the hedonism they incite in others. They leave such creatures mystified at their own behavior. Such revelers might have to scrounge for excuses to explain their disordered state to parents, employers, family, or friends.
Source: Monster Manual p. 267, Storm King's Thunder, Infernal Machine Rebuild</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Scarecrow</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>1</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the scarecrow remains motionless, it is indistinguishable from an ordinary, inanimate scarecrow.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The scarecrow makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage. If the target is a creature, it must succeed on a DC 11 Wisdom saving throw or be frightened until the end of the scarecrow's next turn.</text>
      <attack>Claw|+3|2d4+1</attack>
      </action>
    <action>
        <name>Terrifying Glare</name>
      <text>The scarecrow targets one creature it can see within 30 feet of it. If the target can see the scarecrow, the target must succeed on a DC 11 Wisdom saving throw or be magically frightened until the end of the scarecrow's next turn. The frightened target is paralyzed.</text>
      </action>
    <description>At harvest time, when death revisits the twilit world and summer's blossoms bow their withered heads, eerie scarecrows loom in silent vigil over empty fields. With immortal patience, these stoic sentinels hold their posts through wind, storm, and flood, bound to their master's command, eager to terrify prey with its sackcloth visage and rend victims with its razor-sharp claws.
Spirit-Powered Constructs.  A scarecrow is animated by the bound spirit of a slain evil creature, granting it purpose and mobility. It is this uncanny presence from beyond death that allows a scarecrow to inspire fear in those it gazes upon. Hags and witches often bind scarecrows with the spirits of demons, but any evil spirit will do. Although aspects of the spirit's personality might surface, a scarecrow's spirit doesn't recall the memories it had as a creature, and its will is focused solely on serving its creator. If its creator dies, the spirit inhabiting a scarecrow either continues to follow its last commands, seeks revenge for its creator's death, or destroys itself.
Source: Monster Manual p. 268, Curse of Strahd, Waterdeep: Dragon Heist</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Scorpion</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 10 ft.</speed>
    <str>2</str>
    <dex>11</dex>
    <con>8</con>
    <int>1</int>
    <wis>8</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Sting|+2|1d8</attack>
      </action>
    <description>
Source: Monster Manual p. 337, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Scout</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>13 (leather armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +5, Stealth +6, Survival +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Sight</name>
      <text>The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The scout makes two melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, ranged 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>Scouts are skilled hunters and trackers who offer their services for a fee. Most hunt wild game, but a few work as bounty hunters, serve as guides, or provide military reconnaissance.
Source: Monster Manual p. 349, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sea Hag</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>16</con>
    <int>12</int>
    <wis>12</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Aquan, Common, Giant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The hag can breathe air and water.</text>
      </trait>
    <trait>
        <name>Horrific Appearance</name>
      <text>Any humanoid that starts its turn within 30 feet of the hag and can see the hag's true form must make a DC 11 Wisdom saving throw. On a failed save, the creature is frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Horrific Appearance for the next 24 hours.</text>
      <text>Unless the target is surprised or the revelation of the hag's true form is sudden, the target can avert its eyes and avoid making the initial saving throw. Until the start of its next turn, a creature that averts its eyes has disadvantage on attack rolls against the hag.</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Claws|+5|2d6+3</attack>
      </action>
    <action>
        <name>Death Glare</name>
      <text>The hag targets one frightened creature she can see within 30 feet of her. If the target can see the hag, it must succeed on a DC 11 Wisdom saving throw against this magic or drop to 0 hit points.</text>
      </action>
    <action>
        <name>Illusory Appearance</name>
      <text>The hag covers herself and anything she is wearing or carrying with a magical illusion that makes her look like an ugly creature of her general size and humanoid shape. The effect ends if the hag takes a bonus action to end it or if she dies.</text>
      <text>The changes wrought by this effect fail to hold up to physical inspection. For example, the hag could appear to have no claws, but someone touching her hand might feel the claws. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC 16 Intelligence (Investigation) check to discern that the hag is disguised.</text>
      </action>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite</spells>
    <description>Faces of Evil
Ancient beings with origins in the Feywild, hags are cankers on the mortal world. Their withered faces are framed by long, frayed hair, horrid moles and warts dot their blotchy skin, and their long, skinny fingers are tipped by claws that can slice open flesh with a touch. Their simple clothes are always tattered and filthy.
All hags possess magical powers, and some have an affinity for spellcasting. They can alter their forms or curse their foes, and their arrogance inspires them to view their magic as a challenge to the magic of the gods, whom they blaspheme at every opportunity.
Hags name themselves in darkly whimsical ways, claiming monikers such as Black Morwen, Peggy Pigknuckle, Grandmother Titchwillow, Nanna Shug, Rotten Ethel, or Auntie Wormtooth.
Monstrous Motherhood
Hags propagate by snatching and devouring human infants. After stealing a baby from its cradle or its mother's womb, the hag consumes the poor child. A week later, the hag gives birth to a daughter who looks human until her thirteenth birthday, whereupon the child transforms into the spitting image of her hag mother.
Hags sometimes raise the daughters they spawn, creating covens. A hag might also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror.
Dark Bargains
Arrogant to a fault, hags believe themselves to be the most cunning of creatures, and they treat all others as inferior. Even so, a hag is open to dealing with mortals as long as those mortals show the proper respect and deference. Over their long lives, hags accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell.
Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous. The terms of such bargains typically involve demands to compromise principles or give up something dear-especially if the thing lost diminishes or negates the knowledge gained through the bargain.
A Foul Nature
Hags love the macabre and festoon their garb with dead things and accentuate their appearance with bones, bits of flesh, and filth. They nurture blemishes and pick at wounds to produce weeping, suppurating flesh. Attractive creatures evoke disgust in a hag, which might "help" such creatures by disfiguring or transforming them.
This embrace of the disturbing and unpleasant extends to all aspects of a hag's life. A hag might fly in a magical giant's skull, landing it on a tree shaped to resemble an enormous headless body. Another might travel with a menagerie of monsters and slaves kept in cages, and disguised by illusions to lure unwary creatures close. Hags sharpen their teeth on millstones and spin cloth from the intestines of their victims, reacting with glee to the horror their actions invoke.
Dark Sorority
Hags maintain contact with each other and share knowledge. Through such contacts, it is likely that any given hag knows of every other hag in existence. Hags don't like each other, but they abide by an ageless code of conduct. Hags announce their presence before crossing into another hag's territory, bring gifts when entering another hag's dwelling, and break no oaths given to other hags-as long as the oath isn't given with the fingers crossed.
Some humanoids make the mistake of thinking that the hags' rules of conduct apply to all creatures. When confronted by such an individual, a hag might find it amusing to string the fool along for a while before teaching it a permanent lesson.
Dark Lairs
Hags dwell in dark and twisted woods, bleak moors, storm-lashed seacoasts, and gloomy swamps. In time, the landscape around a hag's lair reflects the creature's noxiousness, such that the land itself can attack and kill trespassers. Trees twisted by darkness attack passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume unwary wanderers.
Hag Covens
When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.
A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.
Shared Spellcasting. While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:
• 1st level (4 slots): identify, ray of sickness
• 2nd level (3 slots): hold person, locate object
• 3rd level (3 slots): bestow curse, counterspell, lightning bolt
• 4th level (3 slots): phantasmal killer, polymorph
• 5th level (2 slots): contact other plane, scrying
• 6th level (1 slot): eyebite
For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.
Hag Eye. A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.
A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.
Source: Monster Manual p. 179, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Sea Horse</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>1 (1d4-1)</hp>
    <speed>swim 20 ft.</speed>
    <str>1</str>
    <dex>12</dex>
    <con>8</con>
    <int>1</int>
    <wis>10</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Water Breathing</name>
      <text>The sea horse can breathe only underwater.</text>
      </trait>
    <description>
Source: Monster Manual p. 337</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shadow</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>13</con>
    <int>6</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The shadow can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.</text>
      </trait>
    <trait>
        <name>Sunlight Weakness</name>
      <text>While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.</text>
      </trait>
    <action>
        <name>Strength Drain</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</text>
      <attack>Strength Drain|+4|2d6+2</attack>
      <text>If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.</text>
      </action>
    <description>Shadows are undead that resemble dark exaggerations of humanoid shadows.
Dark Disposition. From the darkness, the shadow reaches out to feed on living creatures' vitality. They can consume any living creature, but they are especially drawn to creatures untainted by evil. A creature that lives a life of goodness and piety consigns its basest impulses and strongest temptations to the darkness where the shadows hunger. As a shadow drains its victim's strength and physical form, the victim's shadow darkens and begins to move of its own volition. In death, the creature's shadow breaks free, becoming a new undead shadow hungry for more life to consume.
If a creature from which a shadow has been created somehow returns to life, its undead shadow senses the return. The shadow might seek its "parent" to vex or slay. Whether the shadow pursues its living counterpart, the creature that birthed the shadow no longer casts one until the monster is destroyed.
Undead Nature. A shadow doesn't require air, food, drink, or sleep
Source: Monster Manual p. 269, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Shadow Demon</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>1</str>
    <dex>17</dex>
    <con>12</con>
    <int>14</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Dex +5, Cha +4</save>
    <skill>Stealth +7</skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>4</cr>
    <resist>acid, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, lightning, poison</immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The demon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Light Sensitivity</name>
      <text>While in bright light, the demon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the demon can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 10 (2d6 + 3) psychic damage or, if the demon had advantage on the attack roll, 17 (4d6 + 3) psychic damage.</text>
      <attack>Claws|+5|2d6+3</attack>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shambling Mound</name>
    <size>L</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 20 ft., swim 20 ft.</speed>
    <str>18</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist>cold, fire</resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened, exhaustion</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Lightning Absorption</name>
      <text>Whenever the shambling mound is subjected to lightning damage, it takes no damage and regains a number of hit points equal to the lightning damage dealt.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The shambling mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the shambling mound uses its Engulf on it.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <action>
        <name>Engulf</name>
      <text>The shambling mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. If the mound moves, the engulfed target moves with it. The mound can have only one creature engulfed at a time.</text>
      <attack>Engulf||2d8+4</attack>
      </action>
    <description>A shambling mound, sometimes called a shambler, trudges ponderously through bleak swamps, dismal marshes, and rain forests, consuming any organic matter in its path. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless "head" at its top.
All-Consuming Devourers.  A shambling mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the shambling mounds' rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches natural environments of plant and animal life, and an unsettling quiet pervades the swamps and woods haunted by these ever-hungry horrors.
Unseen Hunters. Composed of decaying leaves, vines, roots, and other natural swamp and forest compost, shamblers can blend into their environs. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a shambling mound, the monster comes to life, seizing and absorbing the unwary prey.
Spawned by Lightning.  A shambling mound results from a phenomenon in which lightning or fey magic invigorates an otherwise ordinary swamp plant. As the plant is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the shambling mound to seek out new sources of food.
The Weed that Walks. The instinct that drives a shambling mound is its central root-stem, buried somewhere inside its ponderous form. The rest of a shambler consists of the rotting heap that it simultaneously accumulates and feeds on, which protects the root-stem and animates to smash and smother the life from any creature.
The dense mass of a shambling mound's body shrugs off the effects of cold and fire. Lightning reinvigorates the root-stem, strengthening the shambling mound and bolstering its consumptive drive.
Despite its monstrous form, the shambling mound is a living plant that requires air and nourishment. Although it doesn't sleep the way an animal does, it can lie dormant for days on end before rising to hunt for food.
A Resurgent Menace.  If a shambling mound faces defeat before an overwhelming foe, the root-stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root-stem beds down in the shambler's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, shambling mound infestations long thought destroyed can recur time and again.
Source: Monster Manual p. 270, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Shield Guardian</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>142 (15d10+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>8</dex>
    <con>18</con>
    <int>7</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands commands given in any language but can't speak</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Bound</name>
      <text>The shield guardian is magically bound to an amulet. As long as the guardian and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the guardian to travel to it, and the guardian knows the distance and direction to the amulet. If the guardian is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the guardian.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The shield guardian regains 10 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <trait>
        <name>Spell Storing</name>
      <text>A spellcaster who wears the shield guardian's amulet can cause the guardian to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the guardian. The spell has no effect but is stored within the guardian. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the guardian casts the stored spell with any parameters set by the original caster, requiring no components. When the spell is cast or a new spell is stored, any previously stored spell is lost.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The guardian makes two fist attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Fist|+7|2d6+4</attack>
      </action>
    <reaction>
        <name>Shield</name>
      <text>When a creature makes an attack against the wearer of the guardian's amulet, the guardian grants a +2 bonus to the wearer's AC if the guardian is within 5 feet of the wearer.</text>
      </reaction>
    <description>Wizards and other spellcasters create shield guardians for protection. A shield guardian treads beside its master, absorbing damage to keep its master alive as long as possible.
Master's Amulet. Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created. A shield guardian's amulet is subject to direct attack if it isn't being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
A shield guardian's solitary focus is to protect the amulet's wearer. The amulet's wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
A spellcaster can store a single spell within a shield guardian, which can then cast the spell on command or under specific conditions. Many a wizard has been rendered helpless by enemies, only to surprise those foes when its shield guardian unleashes potent magical power.
Magnificent Treasure. Because a shield guardian's ownership can be transferred by giving its matching amulet to another creature, some wizards collect exorbitant sums from princes, nobles, and crime lords to create shield guardians for them. At the same time, a shield guardian makes a mighty prize for anyone who slays its master and claims its amulet.
Construct Nature. A shield guardian doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 271, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Shrieker</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>5</ac>
    <hp>13 (3d8)</hp>
    <speed>walk 0 ft.</speed>
    <str>1</str>
    <dex>1</dex>
    <con>10</con>
    <int>1</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened, frightened</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the shrieker remains motionless, it is indistinguishable from an ordinary fungus.</text>
      </trait>
    <action>
        <name>Shriek</name>
      <text>When bright light or a creature is within 30 feet of the shrieker, it emits a shriek audible within 300 feet of it. The shrieker continues to shriek until the disturbance moves out of range and for 1d4 of the shrieker's turns afterward.</text>
      </action>
    <description>A shrieker is a human-sized mushroom that emits a piercing screech to drive off creatures that disturb it. Other creatures use the fungi as an alarm to signal the approach of prey, and various intelligent races of the Underdark cultivate shriekers on the outskirts of their communities to discourage trespassers.
Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.
Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.
Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.
Source: Monster Manual p. 138, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Silver Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +2, Con +5, Wis +2, Cha +4</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) piercing damage.</text>
      <attack>Bite|+6|1d10+4</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Cold Breath. The dragon exhales an icy blast in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||4d8</attack>
      <text>• Paralyzing Breath. The dragon exhales paralyzing gas in a 15-foot cone. Each creature in that area must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 118, Storm King's Thunder, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Skeleton</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (armor scraps)</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>15</con>
    <int>6</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands all languages it spoke in life but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable>bludgeoning</vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <description>Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.
Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.
When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature. A skeleton doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 272, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Slaad Tadpole</name>
    <size>T</size>
    <type>aberration</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>12</ac>
    <hp>10 (4d4)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>10</con>
    <int>3</int>
    <wis>5</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>7</passive>
    <languages>understands Slaad but can't speak</languages>
    <cr>1/8</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The slaad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <description>In the Ever-Changing Chaos of Limbo, bits of forest and meadow, ruined castles, and isolated islands drift through a tumult of fire, water, earth, and wind. The foremost inhabitants of this inhospitable plane are the toad-like slaadi. Slaadi are undisciplined and have no formal hierarchy, although weaker slaadi obey stronger ones under threat of annihilation.
The Spawning Stone. Long ago, Primus, overlord of the modrons, created a gigantic, geometrically complex stone imbued with the power of law. He then cast it adrift in Limbo, believing that the stone would bring order to the chaos of that plane and halt the spread of chaos to other planes. As the stone's power grew, it became possible for creatures with ordered minds, such as modrons and githzerai, to create enclaves in Limbo. However, Primus's creation had an unforeseen side effect: the chaotic energy absorbed by the stone spawned the horrors that came to be known as slaadi. Sages refer to Primus's massive creation as the Spawning Stone for this reason.
The slaadi wiped out every last modron enclave in Limbo. As creatures of utter chaos, slaadi loathe modrons and attack them on sight. Nonetheless, Primus stands by his creation and either doesn't perceive the slaadi as threats or chooses to ignore them.
Birth and Transformation. Slaadi have horrific cycles of reproduction. Slaadi reproduce either by implanting humanoid hosts with eggs or by infecting them with a transformative disease called chaos phage. Each color of slaad reproduces or transforms in a different way, with red slaadi spawning blue and green slaadi, and blue slaadi spawning red and green. Each green slaad undergoes a lifelong cycle of transformation into the more powerful gray and death slaadi. With each transformation, the slaad retains its memories.
Shapechangers. Some slaadi can transform into the humanoid creatures from which they were originally spawned. These slaadi return to the Material Plane to sow discord in the guise of their former selves.
Control Gem. Implanted in the slaad's brain is a magic control gem. The slaad must obey whoever possesses the gem and is immune to being charmed while so controlled. Certain spells can be used to acquire the gem. If the slaad fails its saving throw against imprisonment, the spell can transfer the gem to the spellcaster's open hand, instead of imprisoning the slaad. A wish spell, if cast in the slaad's presence, can be worded to acquire the gem.
A greater restoration spell cast on the slaad destroys the gem without harming the slaad.
Someone who is proficient in Wisdom (Medicine) can remove the gem from an incapacitated slaad. Each try requires 1 minute of uninterrupted work and a successful DC 20 Wisdom (Medicine) check. Each failed attempt deals 22 (4d10) psychic damage to the slaad.
Source: Monster Manual p. 276, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Smoke Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>22 (5d6+5)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Auran, Ignan</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it leaves behind a cloud of smoke that fills a 5-foot-radius sphere centered on its space. The sphere is heavily obscured. Wind disperses the cloud, which otherwise lasts for 1 minute.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Cinder Breath (Recharge 6)</name>
      <text>The mephit exhales a 15-foot cone of smoldering ash. Each creature in that area must succeed on a DC 10 Dexterity saving throw or be blinded until the end of the mephit's next turn.</text>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The mephit can innately cast dancing lights, requiring no material components. Its innate spellcasting ability is Charisma.</text>
      <text>At will: dancing lights</text>
      </trait>
    <spells>dancing lights</spells>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 217, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Solar</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>21 (natural armor)</ac>
    <hp>243 (18d10+144)</hp>
    <speed>walk 50 ft., fly 150 ft.</speed>
    <str>26</str>
    <dex>22</dex>
    <con>26</con>
    <int>25</int>
    <wis>25</wis>
    <cha>30</cha>
    <save>Int +14, Wis +14, Cha +17</save>
    <skill>Perception +14</skill>
    <passive>24</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>21</cr>
    <resist>radiant; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Angelic Weapons</name>
      <text>The solar's weapon attacks are magical. When the solar hits with any weapon, the weapon deals an extra 6d8 radiant damage (included in the attack).</text>
      </trait>
    <trait>
        <name>Divine Awareness</name>
      <text>The solar knows if it hears a lie.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The solar has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The solar makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 22 (4d6 + 8) slashing damage plus 27 (6d8) radiant damage.</text>
      <attack>Greatsword|+15|4d6+8</attack>
      </action>
    <action>
        <name>Slaying Longbow</name>
      <text>Ranged Weapon Attack: +13 to hit, range 150/600 ft., one target. 15 (2d8 + 6) piercing damage plus 27 (6d8) radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.</text>
      <attack>Slaying Longbow|+13|2d8+6</attack>
      </action>
    <action>
        <name>Flying Sword</name>
      <text>The solar releases its greatsword to hover magically in an unoccupied space within 5 feet of it. If the solar can see the sword, the solar can mentally command it as a bonus action to fly up to 50 feet and either make one attack against a target or return to the solar's hands. If the hovering sword is targeted by any effect, the solar is considered to be holding it. The hovering sword falls if the solar dies.</text>
      </action>
    <action>
        <name>Healing Touch (4/Day)</name>
      <text>The solar touches another creature. The target magically regains 40 (8d8 + 4) hit points and is freed from any curse, disease, poison, blindness, or deafness.</text>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>The solar magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
      </legendary>
    <legendary>
        <name>Searing Burst (Costs 2 Actions)</name>
      <text>The solar emits magical, divine energy. Each creature of its choice in a 10-foot radius must make a DC 23 Dexterity saving throw, taking 14 (4d6) fire damage plus 14 (4d6) radiant damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Blinding Gaze (Costs 3 Actions)</name>
      <text>The solar targets one creature it can see within 30 feet of it. If the target can see it, the target must succeed on a DC 15 Constitution saving throw or be blinded until magic such as the lesser restoration spell removes the blindness.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The solar's spellcasting ability is Charisma (spell save DC 25). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect evil and good, invisibility (self only)</text>
      <text>3/day each: blade barrier, dispel evil and good, resurrection</text>
      <text>1/day each: commune, control weather</text>
      </trait>
    <spells>detect evil and good, invisibility, blade barrier, dispel evil and good, resurrection, commune, control weather</spells>
    <description>An angel is a celestial agent sent forth into the planes to further its god's agenda for weal or woe. Its sublime beauty and presence can drive awestruck onlookers to their knees. Yet angels are destroyers too, and their appearance portends doom as often as it signals hope.
Shards of the Divine. Angels are formed from the astral essence of benevolent gods and are thus divine beings of great power and foresight.
Angels act out the will of their gods with tireless devotion. Even chaotic good deities command lawful good angels, knowing that the angels' dedication to order best allows them to fulfill divine commands. An angel follows a single driving purpose, as decreed by its deity. However, an angel is incapable of following commands that stray from the path of law and good.
An angel slays evil creatures without remorse. As the embodiment of law and good, an angel is almost never mistaken in its judgments. This quality can create a sense of superiority in an angel, a sense that comes to the fore when an angel's task conflicts with the goals of another creature. The angel never acquiesces or gives way. When an angel is sent to aid mortals, it is sent not to serve but to command. The gods of good therefore send their angels among mortals only in response to the most dire circumstances.
Fallen Angels. An angel's moral compass grants it a sense of infallibility that can sometimes spell its undoing. Angels are usually too wise to fall for a simple deception, but sometimes pride can lead one to commit an evil act. Whether intentional or accidental, such an act is a permanent stain that marks the angel as an outcast. Fallen angels retain their power but lose their connection to the deities from which they were made. Most fallen angels take their banishment personally, rebelling against the powers they served by seeking rulership over a section of the Abyss or a place among other fallen in the hierarchy of the Nine Hells. Zariel, the ruler of the first layer of the Nine Hells, is such a creature. Rather than rebel, some fallen angels resign themselves to an isolated existence on the Material Plane, living in disguise as simple hermits. If they are redeemed, they can become powerful allies dedicated to justice and compassionate service.
Immortal Nature. An angel doesn't require food, drink, or sleep.
Solar. A solar is godlike in its glory and power.
On the battlefield, the solar's sword flies into the fray on its own, and a single arrow from a solar's bow can strike a target dead on contact. So great is a solar's celestial might that even demon princes shrink at its resonant commands.
It is said that only twenty-four solars exist. The few solars that are known are stewards of specific deities. The others rest in a state of contemplation, waiting for the time when their services are needed to stave off some cosmic threat to the cause of good.
Source: Monster Manual p. 18, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Spectator</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>14</con>
    <int>13</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) piercing damage.</text>
      <attack>Bite|+1|1d6-1</attack>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The spectator shoots up to two of the following magical eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.</text>
      <text>1. Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can't take reactions until the end of its next turn. On its turn, the target can't move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can't attack, it does nothing on its turn.</text>
      <text>2. Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>3. Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.</text>
      <text>4. Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Eye Rays||3d10</attack>
      </action>
    <action>
        <name>Create Food and Water</name>
      <text>The spectator magically creates enough food and water to sustain itself for 24 hours.</text>
      </action>
    <reaction>
        <name>Spell Reflection</name>
      <text>If the spectator makes a successful saving throw against a spell, or a spell attack misses it, the spectator can choose another creature (including the spellcaster) it can see within 30 feet of it. The spell targets the chosen creature instead of the spectator. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.</text>
      </reaction>
    <description>A spectator is a lesser beholder that is summoned from another plane of existence by a magical ritual, the components of which include four beholder eyestalks that are consumed by the ritual's magic. Appropriately, a spectator has four eyestalks, two on each side of the wide eye at the center of its four-foot diameter body.
Magical Guardians. A summoned spectator guards a location or a treasure of its summoner's choice for 101 years, allowing no creature but its summoner to enter the area or access the item, unless the summoner instructed otherwise. If the item is stolen or destroyed before the years have all passed, a summoned spectator vanishes. It otherwise never abandons its post.
Glimmers of Madness. Though it can speak, a spectator communicates primarily by way of telepathy. It is civil while on guard, openly discussing its orders and its summoner. However, even a brief conversation with a spectator is enough to reveal quirks in its personality brought on by its years of isolation. It might invent imaginary enemies, refer to itself in the third person, or try to adopt the voice of its summoner.
Like any beholder, a spectator views itself as the epitome of its kind, and it has an intense hatred of other spectators. If two spectators encounter one another, they almost always fight to the death.
Freed from Service. When a spectator has fulfilled its service, it is free to do as it pleases. Many take up residence in the places they previously guarded, especially if their summoners have died. With the spectator's loss of purpose, the flickers of madness it displayed during its servitude flourish.
Source: Monster Manual p. 30, Lost Mine of Phandelver, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, The Lost Dungeon of Rickedness: Big Rick Energy, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Specter</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>1</str>
    <dex>14</dex>
    <con>11</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands all languages it knew in life but can't speak</languages>
    <cr>1</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The specter can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the specter has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Life Drain</name>
      <text>Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 10 (3d6) necrotic damage. The target must succeed on a DC 10 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the creature finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+4|3d6</attack>
      </action>
    <description>A specter is the angry, unfettered spirit of a humanoid that has been prevented from passing to the afterlife. Specters no longer possess connections to who or what they were, yet are condemned to walk the world forever. Some are spawned when dark magic or the touch of a wraith rips a soul from a living body.
Beyond Redemption. When a ghost's unfinished business is completed, it can rest at last. No such rest or redemption awaits a specter. It is doomed to the Material Plane, its only end the oblivion that comes with the destruction of its soul. Until then, it bears out its lonely life in forlorn places, carrying on forgotten through the ages of the world.
Undying Hatred. Living creatures remind the specter that life is beyond its grasp. The mere sight of the living overwhelms a specter with sorrow and wrath, which can be abated only by destroying said life. A specter kills quickly and mercilessly, for only by depriving others of life can it gain the slightest satisfaction. However, no matter how many lives it extinguishes, a specter always succumbs to its hatred and sorrow.
Dwellers in Darkness.  Sunlight represents a source of life that no specter can ever hope to douse, and it pains them. When night falls, they leave their final resting places in search of living creatures to slay, knowing that few weapons can harm them in return.
At the first light of dawn, they retreat back into the darkness, where they remain until night falls again.
Undead Nature. A specter doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 279, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Spider</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>2</str>
    <dex>14</dex>
    <con>8</con>
    <int>1</int>
    <wis>10</wis>
    <cha>2</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The spider ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.</text>
      <attack>Bite|+4|1d4</attack>
      </action>
    <description>
Source: Monster Manual p. 337, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Spined Devil</name>
    <size>S</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>22 (5d6+5)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>12</con>
    <int>11</int>
    <wis>14</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>Infernal, telepathy 120 ft.</languages>
    <cr>2</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the devil's darkvision.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The devil doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Limited Spines</name>
      <text>The devil has twelve tail spines. Used spines regrow by the time the devil finishes a long rest.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The devil has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The devil makes two attacks: one with its bite and one with its fork or two with its tail spines.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 5 (2d4) slashing damage.</text>
      <attack>Bite|+2|2d4</attack>
      </action>
    <action>
        <name>Fork</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage.</text>
      <attack>Fork|+2|1d6</attack>
      </action>
    <action>
        <name>Tail Spine</name>
      <text>Ranged Weapon Attack: +4 to hit, range 20/80 ft., one target. 4 (1d4 + 2) piercing damage plus 3 (1d6) fire damage.</text>
      <attack>Tail Spine|+4|1d4+2</attack>
      </action>
    <description>Devils personify tyranny, with a totalitarian society dedicated to the domination of mortal life. The shadow of the Nine Hells of Baator extends far across the multiverse, and Asmodeus, the dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the souls from which new devils are spawned.
Lords of Tyranny. Devils live to conquer, enslave, and oppress. They take perverse delight in exercising authority over the weak, and any creature that defies the authority of a devil faces swift and cruel punishment. Every interaction is an opportunity for a devil to display its power, and all devils have a keen understanding of how to use and abuse their power.
Devils understand the failings that plague intelligent mortals, and they use that knowledge to lead mortals into temptation and darkness, turning creatures into slaves to their own corruption. Devils on the Material Plane use their influence to manipulate humanoid rulers, whispering evil thoughts, fomenting paranoia, and eventually driving them to tyrannical actions.
Obedience and Ambition. In accordance with their lawful alignment, devils obey even when they envy or dislike their superiors, knowing that their obedience will be rewarded. The hierarchy of the Nine Hells depends on this unswerving loyalty, without which that fiendish plane would become as anarchic as the Abyss.
At the same time, it is in the nature of devils to scheme, creating in some a desire to rule that eclipses their contentment to be ruled. This singular ambition is strongest among the archdevils whom Asmodeus appoints to rule the nine layers of the Nine Hells. These high-ranking fiends are the only devils to ever sample true power, which they crave like the sweetest ambrosia.
Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals or powerful summoning magic. They love to strike bargains with mortals seeking to gain some benefit or prize, but a mortal making such a bargain must be wary. Devils are crafty negotiators and positively ruthless at enforcing the terms of an agreement. Moreover, a contract with even the lowliest devil is enforced by Asmodeus's will. Any mortal creature that breaks such a contract instantly forfeits its soul, which is spirited away to the Nine Hells.
To own a creature's soul is to have absolute control over that creature, and most devils accept no other currency in exchange for the fiendish power and boons they can provide. A soul is usually forfeited when a mortal dies naturally, for devils are immortal and can wait years for a contract to play out. If a contract allows a devil to claim a mortal's soul before death, it can instantly return to the Nine Hells with the soul in its possession. Only divine intervention can release a soul after a devil has claimed it.
The Nine Hells has a rigid hierarchy that defines every aspect of its society. Asmodeus is the supreme ruler of all devils, and the only creature in the Nine Hells with the powers of a lesser god. Worshiped as such in the Material Plane, Asmodeus inspires the evil humanoid cults that take his name. In the Nine Hells, he commands scores of pit fiend generals, which in turn command legions of subordinates.
A supreme tyrant, a brilliant deceiver, and a master of subtlety, Asmodeus protects his throne by keeping his friends close and his enemies closer. He delegates most matters of rulership to the pit fiends and lesser archdevils that make up the infernal bureaucracy of the Nine Hells, even as he knows that those powerful devils conspire to usurp the Throne of Baator from which he rules. Asmodeus appoints archdevils, and he can strip any member of the infernal hierarchy of rank and status as he likes.
If it dies outside the Nine Hells, a devil disappears in a cloud of sulfurous smoke or dissolves into a pool of ichor, instantly returning to its home layer, where it reforms at full strength. Devils that die in the Nine Hells are destroyed forever-a fate that even Asmodeus fears.
Archdevils. The archdevils include all the current and deposed rulers of the Nine Hells (see the Layers and Lords of the Nine Hells table), as well as the dukes and duchesses that make up their courts, attend them as advisers, and hope to supplant them. Every archdevil is a unique being with an appearance that reflects its particular evil nature.
Greater Devils. The greater devils include the pit fiends, erinyes, horned devils, and ice devils that command lesser devils and attend the archdevils.
Lesser Devils. The lesser devils include numerous strains of fiends, including imps, chain devils, spined devils, bearded devils, barbed devils, and bone devils.
Lemures. The lowest form of devil, lemures are the twisted and tormented souls of evil and corrupted mortals. A lemure killed in the Nine Hells is only permanently destroyed if it is killed with a blessed weapon or if its shapeless corpse is splashed with holy water before it can return to life.
Promotion and Demotion. When the soul of an evil mortal sinks into the Nine Hells, it takes on the physical form of a wretched lemure. Archdevils and greater devils have the power to promote lemures to lesser devils. Archdevils can promote lesser devils to greater devils, and Asmodeus alone can promote a greater devil to archdevil status. This diabolic promotion invokes a brief, painful transformation, with the devil's memories passing intact from one form to the next.
Low-level promotions are typically based on need, such as when a pit fiend transforms lemures into imps to gain invisible spies under its command. High-level promotions are almost always based on merit, such as when a bone devil that distinguishes itself in battle is transformed into a horned devil by the archdevil it serves. A devil is seldom promoted more than one step at a time in the hierarchy of infernal forms.
Demotion is the customary punishment for failure or disobedience among the devils. Archdevils or greater devils can demote a lesser devil to a lemure, which loses all memory of its prior existence. An archdevil can demote a greater devil to lesser devil status, but the demoted devil retains its memories-and might seek vengeance if the severity of the demotion is excessive.
No devil can promote or demote another devil that has not sworn fealty to it, preventing rival archdevils from demoting each other's most powerful servants. Since all devils swear fealty to Asmodeus, he can freely demote any other devil, transforming it into whatever infernal form he desires.
Infernal Hierarchy
Rank | Devil(s)
1. | lemure
2. (Lesser devils) | imp
3. | spined devil
4. | bearded devil
5. | barbed devil
6. | chain devil
7. | bone devil
8. (Greater devils) | horned devil
9. | erinyes
10. | ice devil
11. | pit fiend
12. (Archdevils) | duke or duchess
13. | archduke or archduchess

The Nine Hells
The Nine Hells are a single plane comprising nine separate layers (see the Layers and Lords of the Nine Hells table). The first eight layers are each ruled by archdevils that answer to the greatest archdevil of all: Asmodeus, the Archduke of Nessus, the ninth layer. To reach the deepest layer of the Nine Hells, one must descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most courageous adventurers can withstand the torment and horror of that journey.
Layers and Lords of the Nine Hells Layer
Layer | Layer Name | Archduke or Archduchess | Previous Rulers | Primary Inhabitants
1 | Avernus | Zariel | Bel, Tiamat | Erinyes, imps, spined devils
2 | Dis | Dispater | — | Bearded devils, erinyes, imps, spined devils
3 | Minauros | Mammon | — | Bearded devils, chain devils, imps, spined devils
4 | Phlegethos | Belial and Fierna | — | Barbed devils, bone devils, imps, spined devils
5 | Stygia | Levistus | Geryon | Bone devils, erinyes, ice devils, imps
6 | Malbolge | Glasya | Malagard, Moloch | Barbed devils, bone devils, horned devils, imps
7 | Maladomini | Baalzebul | — | Barbed devils, bone devils, horned devils, imps
8 | Cania | Mephistopheles | — | Horned devils, ice devils, imps, pit fiends
9 | Nessus | Asmodeus | — | All devils

Devil True Names and Talismans. 
------
Though devils all have common names, every devil above a lemure in station also has a true name that it keeps secret. A devil can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of certain devils.
A mortal who learns a devil's true name can use powerful summoning magic to call the devil from the Nine Hells and bind it into service. Binding can also be accomplished with the help of a devil talisman. Each of these ancient relics is inscribed with the true name of a devil it controls, and was bathed in the blood of a worthy sacrifice-typically someone the creator loved-when crafted.
However it is summoned, a devil brought to the Material Plane typically resents being pressed into service. However, the devil seizes every opportunity to corrupt its summoner so that the summoner's soul ends up in the Nine Hells. Only imps are truly content to be summoned, and they easily commit to serving a summoner as a familiar, but they still do their utmost to corrupt those who summon them.
------
Summon Devil (1/Day)
 The devil chooses what to summon and attempts a magical summoning.
Source: Monster Manual p. 78, Tomb of Annihilation, Waterdeep: Dragon Heist, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Spirit Naga</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>17</dex>
    <con>14</con>
    <int>16</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Dex +6, Con +5, Wis +5, Cha +6</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Abyssal, Common</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rejuvenation</name>
      <text>If it dies, the naga returns to life in 1d6 days and regains all its hit points. Only a wish spell can prevent this trait from functioning.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 7 (1d6 + 4) piercing damage, and the target must make a DC 13 Constitution saving throw, taking 31 (7d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bite|+7|1d6+4</attack>
      <attack>Bite||7d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The naga is a 10th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks), and it needs only verbal components to cast its spells. It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, ray of frost</text>
      <text>• 1st level (4 slots): charm person, detect magic, sleep</text>
      <text>• 2nd level (3 slots): detect thoughts, hold person</text>
      <text>• 3rd level (3 slots): lightning bolt, water breathing</text>
      <text>• 4th level (3 slots): blight, dimension door</text>
      <text>• 5th level (2 slots): dominate person</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>mage hand, minor illusion, ray of frost, charm person, detect magic, sleep, detect thoughts, hold person, lightning bolt, water breathing, blight, dimension door, dominate person</spells>
    <description>Spirit nagas live in gloom and spitefulness, constantly plotting vengeance against creatures that have wronged them-or that they believe have wronged them. Lairing in dismal caverns and ruins, they devote their time to developing new spells and enslaving the mortals with which they surround themselves. A spirit naga likes to charm its foes, drawing them close so that it can sink its poisonous fangs into their flesh.
Nagas. Nagas are intelligent serpents that inhabit the ruins of the past, amassing arcane treasures and knowledge.
The first nagas were created as immortal guardians by a humanoid race long lost to history. When this race died out, the nagas deemed themselves the rightful inheritors of their masters' treasures and magical lore. Industrious and driven, nagas occasionally venture out from their lairs to track down magic items or rare spellbooks.
Nagas never feel the ravages of time or succumb to sickness. Even if it is struck down, a naga's immortal spirit reforms in a new body in a matter of days, ready to continue its eternal work.
Benevolent Dictators and Brutal Tyrants.  A naga rules its domain with absolute authority. Whether it rules with compassion or by terrorizing its subjects, the naga believes itself the master of all other creatures that inhabit its domain.
Rivalry.  Nagas have a long-standing enmity with the yuan-ti, with each race seeing itself as the epitome of serpentine evolution. Though cooperation between them is rare, nagas and yuan-ti sometimes set aside their differences to work toward common objectives. However, yuan-ti always chafe under a naga's authority.
Immortal Nature.  A naga doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 234, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Sprite</name>
    <size>T</size>
    <type>fey</type>
    <alignment>Neutral Good</alignment>
    <ac>15 (leather armor)</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 10 ft., fly 40 ft.</speed>
    <str>3</str>
    <dex>18</dex>
    <con>10</con>
    <int>14</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +3, Stealth +8</skill>
    <passive>13</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 1 slashing damage.</text>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. If its saving throw result is 5 or lower, the poisoned target falls unconscious for the same duration, or until it takes damage or another creature takes an action to shake it awake.</text>
      </action>
    <action>
        <name>Heart Sight</name>
      <text>The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.</text>
      </action>
    <action>
        <name>Invisibility</name>
      <text>The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it.</text>
      </action>
    <description>In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors, taking severe measures to ward strangers away from their homes. Interlopers that come too close have their moral character judged, then are put to sleep or frightened off.
Forest Protectors. Sprites build little villages in the boughs of trees and willing treants, in verdant glades brightened by moss, wild flowers, and toadstools. Wild nature thrives, and the sprites allow no trespassers. When intruders are spotted, the sprites lead them astray with ominous rustling from the bushes and distant snapping twigs. Creatures foolish enough to persist in intruding on a sprite's territory are stung with poisoned arrows and lulled into a senseless sleep. While they slumber, the sprites make good their escape, retreating to an even more secluded area of the forest.
Heart Seers. Sprites can sense whether a creature is good or evil by the sound and feeling of its beating heart. Weighing the balance of a creature's past actions, a sprite can tell whether its heart beats rapidly in love or flags in sorrow, or whether it is darkened by hate or greed. The sprite's power to perceive the heart always shows the truth, because the heart can't lie.
Poison Brewers. In their forest domains, sprites brew toxins, unguents, antidotes, and poisons, including the sleep poison with which they coat their arrows. They venture far into the woods to harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags.
Good-Hearted.  Because they are judges of the heart and favor good creatures, sprites oppose the will of evil fey and pledge to thwart evil archfey at every turn. If they encounter adventurers on a quest to rid their forest of an evil fey creature or goblinoid menace, they will pledge their support and even come to their aid when the adventurers least expect it.
Unlike pixies, sprites rarely indulge in frivolous merriment and fun. They are firm warriors, protectors, and judges, and their stern bent causes other fey to consider them overly dour and serious. However, fey that respect the sprites' territory find them staunch allies in times of trouble.
Source: Monster Manual p. 283, Princes of the Apocalypse, Storm King's Thunder, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Spy</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12</ac>
    <hp>27 (6d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>10</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of hand +4, Stealth +4</skill>
    <passive>16</passive>
    <languages>any two languages</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of its turns, the spy can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Sneak Attack (1/Turn)</name>
      <text>The spy deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the spy that isn't incapacitated and the spy doesn't have disadvantage on the attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The spy makes two melee attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow|+4|1d6+2</attack>
      </action>
    <description>Rulers, nobles, merchants, guildmasters, and other wealthy individuals use spies to gain the upper hand in a world of cutthroat politics. A spy is trained to secretly gather information. Loyal spies would rather die than divulge information that could compromise them or their employers.
Source: Monster Manual p. 349, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Steam Mephit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Neutral Evil</alignment>
    <ac>10</ac>
    <hp>21 (6d6)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>5</str>
    <dex>11</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Aquan, Ignan</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Death Burst</name>
      <text>When the mephit dies, it explodes in a cloud of steam. Each creature within 5 feet of the mephit must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. 2 (1d4) slashing damage plus 2 (1d4) fire damage.</text>
      <attack>Claws|+2|1d4</attack>
      </action>
    <action>
        <name>Steam Breath (Recharge 6)</name>
      <text>The mephit exhales a 15-foot cone of scalding steam. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Steam Breath (Recharge 6)||1d8</attack>
      </action>
    <action>
        <name>Variant: Summon Mephits (1/Day)</name>
      <text>The mephit has a 25 chance of summoning 1d4 mephits of its kind. A summoned mephit appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other mephits. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (1/Day)</name>
      <text>The mephit can innately cast blur, requiring no material components. Its innate spellcasting ability is Charisma.</text>
      <text>At will: blur</text>
      </trait>
    <spells>blur</spells>
    <description>Elemental Nature. A mephit doesn't require food, drink, or sleep.
Source: Monster Manual p. 217, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Explorer's Guide to Wildemount</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Stirge</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 10 ft., fly 40 ft.</speed>
    <str>4</str>
    <dex>16</dex>
    <con>11</con>
    <int>2</int>
    <wis>8</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Blood Drain</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage, and the stirge attaches to the target. While attached, the stirge doesn't attack. Instead, at the start of each of the stirge's turns, the target loses 5 (1d4 + 3) hit points due to blood loss.</text>
      <attack>Blood Drain|+5|1d4+3</attack>
      <text>The stirge can detach itself by spending 5 feet of its movement. It does so after it drains 10 hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the stirge.</text>
      </action>
    <description>This horrid flying creature looks like a cross between a large bat and an oversized mosquito. Its legs end in sharp pincers, and its long, needle-like proboscis slashes the air as it seeks its next meal.
Stirges feed on the blood of living creatures, attaching and draining them slowly. Although they pose little danger in small numbers, packs of stirges can be a formidable threat, reattaching as quickly as their weakening prey can pluck them off.
Blood Drain. A stirge attacks by landing on a victim, finding a vulnerable spot, and plunging its proboscis into the flesh while using its pincer legs to latch on to the victim. Once the stirge has sated itself, it detaches and flies off to digest its meal.
Source: Monster Manual p. 284, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>grassland, forest, swamp, hill, urban, desert, coastal, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Stone Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>126 (11d12+55)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>15</dex>
    <con>20</con>
    <int>10</int>
    <wis>12</wis>
    <cha>9</cha>
    <save>Dex +5, Con +8, Wis +4</save>
    <skill>Athletics +12, Perception +4</skill>
    <passive>14</passive>
    <languages>Giant</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Stone Camouflage</name>
      <text>The giant has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greatclub attacks.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Greatclub|+9|3d8+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
      <attack>Rock|+9|4d10+6</attack>
      </action>
    <reaction>
        <name>Rock Catching</name>
      <text>If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.</text>
      </reaction>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult stone giants like to grab enemies and fling them through the air. They can also roll boulders across the ground, striking multiple enemies in a line. These abilities are represented by the following action options.</text>
      <text>Fling. The giant tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC 17 Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the giant's choice and land prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.</text>
      <text>Rolling Rock. The giant sends a rock tumbling along the ground in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 17 Dexterity saving throw, taking 22 (3d10 + 6) bludgeoning damage and falling prone on a failed save</text>
      </action>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 156, Hoard of the Dragon Queen, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Mythic Odysseys of Theros</description>
    <environment>underdark, mountain, hill</environment>
    </monster>
  <monster>
      <name>Stone Golem</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 30 ft.</speed>
    <str>22</str>
    <dex>9</dex>
    <con>20</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages of its creator but can't speak</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The golem is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The golem has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The golem's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The golem makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|3d8+6</attack>
      </action>
    <action>
        <name>Slow (Recharge 5-6)</name>
      <text>The golem targets one or more creatures it can see within 10 feet of it. Each target must make a DC 17 Wisdom saving throw against this magic. On a failed save, a target can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the target can take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>Stone golems display great variety in shape and form, cut and chiseled from stone to appear as tall, impressive statues. Though most bear humanoid features, stone golems can be carved in any form the sculptor can imagine. Ancient stone golems found in sealed tombs or flanking the gates of lost cities sometimes take the forms of giant beasts.
Like other golems, stone golems are nearly impervious to spells and ordinary weapons. Creatures that fight a stone golem can feel the ebb and flow of time slow down around them, almost as though they were made of stone themselves.
Golems. Golems are made from humble materials-clay, flesh and bones, iron, or stone-but they possess astonishing power and durability. A golem has no ambitions, needs no sustenance, feels no pain, and knows no remorse. An unstoppable juggernaut, it exists to follow its creator's orders, and it protects or attacks as that creator demands.
To create a golem, one requires a manual of golems (see the Dungeon Master's Guide). The comprehensive illustrations and instructions in a manual detail the process for creating a golem of a particular type.
Elemental Spirit in Material Form.  The construction of a golem begins with the building of its body, requiring great command of the craft of sculpting, stonecutting, ironworking, or surgery. Sometimes a golem's creator is the master of the art, but often the individual who desires a golem must enlist master artisans to do the work.
After constructing the body from clay, flesh, iron, or stone, the golem's creator infuses it with a spirit from the Elemental Plane of Earth. This tiny spark of life has no memory, personality, or history. It is simply the impetus to move and obey. This process binds the spirit to the artificial body and subjects it to the will of the golem's creator.
A golem can be created with a special amulet or other item that allows the possessor of the item to control the golem. Golems whose creators are long dead can thus be harnessed to serve a new master.
A golem can't think or act for itself. Though it understands its commands perfectly, it has no grasp of language beyond that understanding, and can't be reasoned with or tricked with words.
Ageless Guardians.  Golems can guard sacred sites, tombs, and treasure vaults long after the deaths of their creators, carrying out their appointed tasks for all eternity while brushing off physical damage and ignoring all but the most potent spells.
Blind Obedience. When its creator or possessor is on hand to command it, a golem performs flawlessly. If the golem is left without instructions or is incapacitated, it continues to follow its last orders to the best of its ability. When it can't fulfill its orders, a golem might react violently-or stand and do nothing. A golem that has been given conflicting orders sometimes alternates between them.
Constructed Nature.  A golem doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 170, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Storm Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (scale mail)</ac>
    <hp>230 (20d12+100)</hp>
    <speed>walk 50 ft., swim 50 ft.</speed>
    <str>29</str>
    <dex>14</dex>
    <con>20</con>
    <int>16</int>
    <wis>18</wis>
    <cha>18</cha>
    <save>Str +14, Con +10, Wis +9, Cha +9</save>
    <skill>Arcana +8, Athletics +14, History +8, Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Giant</languages>
    <cr>13</cr>
    <resist>cold</resist>
    <immune>lightning, thunder</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The giant can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 30 (6d6 + 9) slashing damage.</text>
      <attack>Greatsword|+14|6d6+9</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +14 to hit, range 60/240 ft., one target. 35 (4d12 + 9) bludgeoning damage.</text>
      <attack>Rock|+14|4d12+9</attack>
      </action>
    <action>
        <name>Lightning Strike (Recharge 5-6)</name>
      <text>The giant hurls a magical lightning bolt at a point it can see within 500 feet of it. Each creature within 10 feet of that point must make a DC 17 Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Strike (Recharge 5-6)||12d8</attack>
      </action>
    <action>
        <name>Variant: New Giant Options</name>
      <text>Some adult storm giants can channel thunderous power through their bodies and release it with a deafening stomp. This ability is represented by the following action option.</text>
      <text>Thunderous Stomp (Recharge 6). The storm giant stomps the ground, triggering a thunderclap. All other creatures within 15 feet of the giant must succeed on a DC 17 Constitution saving throw or take 33 (6d10) thunder damage and be deafened until the start of the giant's next turn. On a successful save, a creature takes half as much damage and isn't deafened. The thunderclap can be heard out to a range of 1,200 feet.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The giant's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, feather fall, levitate, light</text>
      <text>3/day each: control weather, water breathing</text>
      </trait>
    <spells>detect magic, feather fall, levitate, light, control weather, water breathing</spells>
    <description>Old as Legend
In remote regions of the world, the last remaining plinths, monoliths, and statues of the great giant empires bow their heads in desolate obscurity. Where once those empires sprawled across all lands, now the giants dwell in isolated tribes and clans.
Giants are almost as old as dragons, which were still young when the giants' heavy feet first shook the foundations of the world. As they spread across new lands, giants and dragons fought bitter generational wars that nearly brought both sides low. No living giant remembers what started the conflict, but myths and tales of their race's glorious dawn are still sung in their steadings and holdfasts, vilifying the primeval wyrms. Giants and dragons continue to harbor grudges against one another, and it is seldom that they will meet or occupy the same area without a fight.
The Ordning
Each of the main giant races-the cloud, fire, frost, hill, stone, and storm giants-are related by common elements of history, religion, and culture. They view one another as kindred, keeping any inherent animosity over territory and ambition to a minimum.
Giants belong to a caste structure called the ordning. Based on social class and highly organized, the ordning assigns a social rank to each giant. By understanding its place in the ordning, a giant knows which other giants are inferior or superior to it, since no two giants are equal. Each of the giant races analyzes a different combination of skills or qualities to determine the ordning. Giants make excelling in these qualities the purpose of their lives.
At the highest level of the ordning, the races of the giants are also ranked according to status. Storm giants are the highest in the ordning, followed by cloud giants, fire giants, frost giants, stone giants, hill giants, and finally giant kin such as fomorians, ettins, and ogres.
Regardless of a giant's rank among its own race, the chief of a hill giant tribe is inferior to the most common of stone giants. The lowest ranked giant of any type is superior to the highest ranked giant of an inferior type. It isn't considered evil to disrespect or even betray a giant of another type, merely rude.
Giant Gods
When the giants' ancient empires fell, Annam, father of all giants, forsook his children and the world. He swore never to look upon either again until the giants had returned to their glory and reclaimed their birthright as rulers of the world. As a result, giants pray not to Annam but to his divine children, along with a host of hero-deities and godly villains that make up the giants' pantheon.
Chief among these gods are the children of Annam, whose sons represent each type of giant: Stronmaus for storm giants, Memnor for cloud giants, Skoraeus Stonebones for stone giants, Thrym for frost giants, Surtur for fire giants, and Grolantor for hill giants. Not all giants automatically revere their kind's primary deity, however. Many good cloud giants refuse to worship the deceitful Memnor, and a storm giant dwelling in the icy mountains of the north might pay more homage to Thrym than Stronmaus. Other giants feel a stronger connection to Annam's daughters, who include Hiatea, the huntress and home warden; Iallanis, goddess of love and peace; and Diancastra, an impetuous and arrogant trickster.
Some giants abandon their own gods and fall prey to demon cults, paying homage to Baphomet or Kostchtchie. To worship them or any other non-giant deity is a great sin against the ordning, and almost certain to make a giant an outcast.
Source: Monster Manual p. 156, Storm King's Thunder, Tales from the Yawning Portal, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Succubus</name>
    <size>M</size>
    <type>fiend (shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>8</str>
    <dex>17</dex>
    <con>13</con>
    <int>15</int>
    <wis>12</wis>
    <cha>20</cha>
    <save></save>
    <skill>Deception +9, Insight +5, Perception +5, Persuasion +9, Stealth +7</skill>
    <passive>15</passive>
    <languages>Abyssal, Common, Infernal, telepathy 60 ft.</languages>
    <cr>4</cr>
    <resist>cold, fire, lightning, poison; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Telepathic Bond</name>
      <text>The fiend ignores the range restriction on its telepathy when communicating with a creature it has charmed. The two don't even need to be on the same plane of existence.</text>
      </trait>
    <trait>
        <name>Shapechanger</name>
      <text>The fiend can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Without wings, the fiend loses its flying speed. Other than its size and speed, 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.</text>
      </trait>
    <action>
        <name>Claw (Fiend Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw (Fiend Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>One humanoid the fiend can see within 30 feet of it must succeed on a DC 15 Wisdom saving throw or be magically charmed for 1 day. The charmed target obeys the fiend's verbal or telepathic commands. If the target suffers any harm or receives a suicidal command, it can repeat the saving throw, ending the effect on a success. If the target successfully saves against the effect, or if the effect on it ends, the target is immune to this fiend's Charm for the next 24 hours.</text>
      <text>The fiend can have only one target charmed at a time. If it charms another, the effect on the previous target ends.</text>
      </action>
    <action>
        <name>Draining Kiss</name>
      <text>The fiend kisses a creature charmed by it or a willing creature. The target must make a DC 15 Constitution saving throw against this magic, taking 32 (5d10 + 5) psychic damage on a failed save, or half as much damage on a successful one. The target's hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Draining Kiss||5d10+5</attack>
      </action>
    <action>
        <name>Etherealness</name>
      <text>The fiend magically enters the Ethereal Plane from the Material Plane, or vice versa.</text>
      </action>
    <description>Succubi and incubi inhabit all of the Lower Planes, and the lascivious dark-winged fiends can be found in service to devils, demons, night hags, rakshasas, and yugoloths. Asmodeus, ruler of the Nine Hells, uses these fiends to tempt mortals to perform evil acts. The demon lord Graz'zt keeps succubi and incubi as advisers and consorts.
Though legend speaks of them separately, any succubus can become an incubus, and vice versa. Most of these fiends do have a preference for one form or the other. Mortals only rarely see a succubus or incubus in its true form, however, for the fiend typically begins its corruption in veiled, insidious ways.
Beautiful Corrupters. A succubus or incubus first appears in ethereal form, passing through walls like a ghost to lurk next to a mortal's bedside and whisper forbidden pleasures. Sleeping victims are tempted to give in to their darkest desires, indulge in taboos, and feed forbidden appetites. As the fiend fills the victim's dreams with debauched images, the victim becomes more susceptible to temptation in everyday life.
Inevitably, the fiend enters the mortal realm in tempting form to directly influence a creature's actions. Appearing in the guise of a humanoid who has previously appeared only in the victim's dreams, the succubus or incubus seduces or befriends its victim, indulging all its desires so that it performs evil acts of its own free will.
A mortal bequeaths its soul to the fiend not by formal pledge or contract. Instead, when a succubus or incubus has corrupted a creature completely-some say by causing the victim to commit the three betrayals of thought, word, and deed-the victim's soul belongs to the fiend. The more virtuous the fiend's prey, the longer the corruption takes, but the more rewarding the downfall. After successfully corrupting a victim, the succubus or incubus kills it, and the tainted soul descends into the Lower Planes.
The succubus or incubus resorts to charming a victim magically only when necessary, usually as a form of self-defense. A charmed creature isn't responsible for its actions, so forcing it to behave against its will won't bring the fiend closer to the ultimate prize: the victim's soul.
Deadly Kiss. The kiss of a succubus or incubus is an echo of the emptiness that is the fiend's longing for a corrupted soul. Likewise, the recipient of the fiend's kiss gains no satisfaction from it, experiencing only pain and the profound emptiness that the fiend imparts. The kiss is nothing short of an attack, usually delivered as a final farewell before the fiend escapes.
Fiendish Offspring. Succubi and incubi can reproduce with one another to spawn more of their kind. Less commonly, a succubus or incubus reproduces with a humanoid. From this unholy union, a cambion child is conceived. Invariably, the fiendish offspring is as wicked as its fiendish parent.
Source: Monster Manual p. 285, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Swarm of Bats</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>5</str>
    <dex>15</dex>
    <con>10</con>
    <int>2</int>
    <wis>12</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Echolocation</name>
      <text>The swarm can't use its blindsight while deafened.</text>
      </trait>
    <trait>
        <name>Keen Hearing</name>
      <text>The swarm has advantage on Wisdom (Perception) checks that rely on hearing.</text>
      </trait>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +4 to hit, reach 0 ft., one creature in the swarm's space. 5 (2d4) piercing damage, or 2 (1d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+4|2d4</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 337, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount</description>
    <environment>underdark, mountain, hill, urban</environment>
    </monster>
  <monster>
      <name>Swarm of Beetles</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 20 ft., burrow 5 ft., climb 20 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>1</int>
    <wis>7</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+3|4d4</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338</description>
    <environment>underdark, grassland, forest, swamp, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Swarm of Centipedes</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>1</int>
    <wis>7</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+3|4d4</attack>
      <text>A creature reduced to 0 hit points by a swarm of centipedes is stable but poisoned for 1 hour, even after regaining hit points, and paralyzed while poisoned in this way.</text>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Curse of Strahd, Hoard of the Dragon Queen, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark, grassland, forest, swamp, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Swarm of Insects</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>1</int>
    <wis>7</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+3|4d4</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Curse of Strahd, Hoard of the Dragon Queen, Tomb of Annihilation, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>underdark, grassland, forest, swamp, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Swarm of Poisonous Snakes</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>14</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>11</con>
    <int>1</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny snake. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +6 to hit, reach 0 ft., one creature in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer. The target must make a DC 10 Constitution saving throw, taking 14 (4d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Bites|+6|2d6</attack>
      <attack>Bites||4d6</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Mythic Odysseys of Theros</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Swarm of Quippers</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>28 (8d8-8)</hp>
    <speed>walk 0 ft., swim 40 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>9</con>
    <int>1</int>
    <wis>7</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The swarm has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny quipper. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <trait>
        <name>Water Breathing</name>
      <text>The swarm can breathe only underwater.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+5|4d6</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Princes of the Apocalypse, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Locathah Rising</description>
    <environment>underwater</environment>
    </monster>
  <monster>
      <name>Swarm of Rats</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>24 (7d8-7)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>11</dex>
    <con>9</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The swarm has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+2|2d6</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 339, Curse of Strahd, Hoard of the Dragon Queen, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Swarm of Ravens</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>24 (7d8-7)</hp>
    <speed>walk 10 ft., fly 50 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>8</con>
    <int>3</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny raven. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Beaks</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target in the swarm's space. 7 (2d6) piercing damage, or 3 (1d6) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Beaks|+4|2d6</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 339, Curse of Strahd, Rise of Tiamat, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>forest, swamp, hill, urban</environment>
    </monster>
  <monster>
      <name>Swarm of Spiders</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>1</int>
    <wis>7</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The swarm ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+3|4d4</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Curse of Strahd, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Mythic Odysseys of Theros</description>
    <environment>underdark, grassland, forest, swamp, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Swarm of Wasps</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 5 ft., fly 30 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>1</int>
    <wis>7</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+3|4d4</attack>
      </action>
    <description>The Nature of Swarms. 
------
The swarms presented here aren't ordinary or benign assemblies of little creatures. They form as a result of some sinister or unwholesome influence. A vampire can summon swarms of bats and rats from the darkest corners of the night, while the very presence of a mummy lord can cause scarab beetles to boil up from the sand-filled depths of its tomb. A hag might have the power to turn swarms of ravens against her enemies, while a yuan-ti abomination might have swarms of poisonous snakes slithering in its wake. Even druids can't charm these swarms, and their aggressiveness is borderline unnatural.
------
Source: Monster Manual p. 338, Curse of Strahd, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh</description>
    <environment>underdark, grassland, forest, swamp, hill, urban, desert</environment>
    </monster>
  <monster>
      <name>Tarrasque</name>
    <size>G</size>
    <type>monstrosity (titan)</type>
    <alignment>Unaligned</alignment>
    <ac>25 (natural armor)</ac>
    <hp>676 (33d20+330)</hp>
    <speed>walk 40 ft.</speed>
    <str>30</str>
    <dex>11</dex>
    <con>30</con>
    <int>3</int>
    <wis>11</wis>
    <cha>11</cha>
    <save>Int +5, Wis +9, Cha +9</save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>30</cr>
    <resist></resist>
    <immune>fire, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the tarrasque fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The tarrasque has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Reflective Carapace</name>
      <text>Any time the tarrasque is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 1 to 5, the tarrasque is unaffected. On a 6, the tarrasque is unaffected, and the effect is reflected back at the caster as though it originated from the tarrasque, turning the caster into the target.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The tarrasque deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tarrasque can use its Frightful Presence. It then makes five attacks: one with its bite, two with its claws, one with its horns, and one with its tail. It can use its Swallow instead of its bite.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 36 (4d12 + 10) piercing damage. If the target is a creature, it is grappled (escape DC 20). Until this grapple ends, the target is restrained, and the tarrasque can't bite another target.</text>
      <attack>Bite|+19|4d12+10</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +19 to hit, reach 15 ft., one target. 28 (4d8 + 10) slashing damage.</text>
      <attack>Claw|+19|4d8+10</attack>
      </action>
    <action>
        <name>Horns</name>
      <text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 32 (4d10 + 10) piercing damage.</text>
      <attack>Horns|+19|4d10+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +19 to hit, reach 20 ft., one target. 24 (4d6 + 10) bludgeoning damage. If the target is a creature, it must succeed on a DC 20 Strength saving throw or be knocked prone.</text>
      <attack>Tail|+19|4d6+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the tarrasque's choice within 120 feet of it and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the tarrasque is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the tarrasque's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Swallow</name>
      <text>The tarrasque makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the tarrasque, and it takes 56 (16d6) acid damage at the start of each of the tarrasque's turns.</text>
      <text>If the tarrasque takes 60 damage or more on a single turn from a creature inside it, the tarrasque must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the tarrasque. If the tarrasque dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 30 feet of movement, exiting prone.</text>
      </action>
    <legendary>
        <text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The tarrasque makes one claw attack or tail attack.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The tarrasque moves up to half its speed.</text>
      </legendary>
    <legendary>
        <name>Chomp (Costs 2 Actions)</name>
      <text>The tarrasque makes one bite attack or uses its Swallow.</text>
      </legendary>
    <description>The legendary tarrasque is possibly the most dreaded monster of the Material Plane. It is widely believed that only one of these creatures exists, though no one can predict where and when it will strike.
A scaly biped, the tarrasque is fifty feet tall and seventy feet long, weighing hundreds of tons. It carries itself like a bird of prey, leaning forward and using its powerful lashing tail for balance. Its cavernous maw yawns wide enough to swallow all but the largest creatures, and so great is its hunger that it can devour the populations of whole towns.
Legendary Destruction. The destructive potential of the tarrasque is so vast that some cultures incorporate the monster into religious doctrine, weaving its sporadic appearance into stories of divine judgment and wrath.
Legends tell how the tarrasque slumbers in its secret lair beneath the earth, remaining in a dormant state for decades or centuries. When it awakens in answer to some inscrutable cosmic call, it rises from the depths to obliterate everything in its path.
Source: Monster Manual p. 286, Infernal Machine Rebuild, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Thri-kreen</name>
    <size>M</size>
    <type>humanoid (thri-kreen)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>13</con>
    <int>8</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +4, Survival +3</skill>
    <passive>13</passive>
    <languages>Thri-kreen</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Chameleon Carapace</name>
      <text>The thri-kreen can change the color of its carapace to match the color and texture of its surroundings. As a result, it has advantage on Dexterity (Stealth) checks made to hide.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The thri-kreen's long jump is up to 30 feet and its high jump is up to 15 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The thri-kreen makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. 4 (1d6 + 1) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or be poisoned for 1 minute. If the saving throw fails by 5 or more, the target is also paralyzed while poisoned in this way. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+3|1d6+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) slashing damage.</text>
      <attack>Claws|+3|2d4+1</attack>
      </action>
    <action>
        <name>Variant: Thri-kreen Weapons and Psionics</name>
      <text>Some thri-kreen employ special martial weapons. A gythka is a two-handed polearm with a blade at each end. A chatkcha is a flat, triangular wedge with three serrated blades (a light thrown weapon). A thri-kreen armed with a gythka and chatkchas gains the following action options:</text>
      <text>Weapons Multiattack. The thri-kreen makes two gythka attacks or two chatkcha attacks.</text>
      <text>Gythka. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <text>Chatkcha. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <text>A few thri-kreen manifest psionic abilities, using their powers to aid the hunt and communicate more easily with outsiders.</text>
      <text>A psionic thri-kreen has telepathy out to a range of 60 feet and gains the following additional trait:</text>
      <text>Innate Spellcasting (Psionics). The thri-kreen's innate spellcasting ability is Wisdom. The thri-kreen can innately cast the following spells, requiring no components:</text>
      <text>• At will: mage hand (the hand is invisible)</text>
      <text>• 1/day: invisibility (self only)</text>
      <text>• 2/day each: blur, magic weapon</text>
      </action>
    <description>Thri-kreen wander the deserts and savannas of the world, avoiding all other races.
Thri-Kreen Communication.  Thri-kreen employ a language without words. To show emotion and reaction, a thri-kreen clacks its mandibles and waves its antennae, giving other thri-kreen a sense of what it is thinking and feeling. Other creatures find this manner of communication difficult to interpret and impossible to duplicate.
When forced to interact with creatures of other intelligent species, thri-kreen employ alternative methods of communication, such as drawing pictures in sand or making pictures out of twigs or blades of grass.
Limited Emotions. Thri-kreen experience the full range of emotions but aren't as prone to emotional outbursts as humans. Thri-kreen with psionic ability often demonstrate a wider range of emotions, particularly if they live near or interact with humans or other highly emotional creatures.
Isolationists and Wanderers. Thri-kreen consider all other living creatures as potential nourishment, and they love the taste of elf flesh in particular. If a creature might be useful for something other than food, the thri-kreen aren't likely to attack it on sight. Thri-kreen kill to survive, never for sport.
Sleepless. Thri-kreen don't require sleep and can rest while remaining alert and performing light tasks. Their inability to sleep is thought to be the reason why thri-kreen have such short lifespans, the average thri-kreen life expectancy being only thirty years.
Source: Monster Manual p. 288</description>
    <environment>grassland, desert</environment>
    </monster>
  <monster>
      <name>Thug</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>11 (leather armor)</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>11</dex>
    <con>14</con>
    <int>10</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Intimidation +2</skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The thug makes two melee attacks.</text>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Mace|+4|1d6+2</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
      <attack>Heavy Crossbow|+2|1d10</attack>
      </action>
    <description>Thugs are ruthless enforcers skilled at intimidation and violence. They work for money and have few scruples.
Source: Monster Manual p. 350, Princes of the Apocalypse, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tiger</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>37 (5d10+10)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>14</con>
    <int>3</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The tiger has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the tiger moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the tiger can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.</text>
      <attack>Bite|+5|1d10+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Claw|+5|1d8+3</attack>
      </action>
    <description>
Source: Monster Manual p. 339, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Treant</name>
    <size>H</size>
    <type>plant</type>
    <alignment>Chaotic Good</alignment>
    <ac>16 (natural armor)</ac>
    <hp>138 (12d12+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>23</str>
    <dex>8</dex>
    <con>21</con>
    <int>12</int>
    <wis>16</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Common, Druidic, Elvish, Sylvan</languages>
    <cr>9</cr>
    <resist>bludgeoning, piercing</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>False Appearance</name>
      <text>While the treant remains motionless, it is indistinguishable from a normal tree.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The treant deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The treant makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 16 (3d6 + 6) bludgeoning damage.</text>
      <attack>Slam|+10|3d6+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/180 ft., one target. 28 (4d10 + 6) bludgeoning damage.</text>
      <attack>Rock|+10|4d10+6</attack>
      </action>
    <action>
        <name>Animate Trees (1/Day)</name>
      <text>The treant magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the treant. The tree remains animate for 1 day or until it dies; until the treant dies or is more than 120 feet from the tree; or until the treant takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</text>
      </action>
    <description>Treants are awakened trees that dwell in ancient forests. Although treants prefer to while away the days, months, and years in quiet contemplation, they fiercely protect their woodland demesnes from outside threats.
The Sleeping Tree Awakens. A tree destined to become a treant meditates through a long cycle of seasons, living normally for decades or centuries before realizing its potential. Trees that awaken do so only under special circumstances and in places steeped with nature's magic. Treants and powerful druids can sense when a tree has the spark of potential, and they protect such trees in secret groves as they draw near the moment of their awakening. During the long process of awakening, a tree acquires face-like features in its bark, a division of the lower trunk into legs, and long branches bending downward to serve as its arms. When it is ready, the tree pulls its legs free from the clutching earth and joins its fellows in protecting its woodland home.
Legendary Guardians. After a treant awakens, it continues to grow exactly as it did when it was a tree. Treants created from the mightiest trees can reach great sizes while developing an innate magical power over plants and animals. Such treants can animate plants, using them to ensnare and trap intruders. They can call wild creatures to aid them or carry messages across great distances.
Protectors of the Wild. Even after awakening, a treant spends much of its time living as a tree. While rooted in place, a treant remains aware of its surroundings, and can perceive the effects of events taking place miles away based on subtle changes nearby.
Woodcutters who avoid culling healthy living trees and hunters who take only what they need of the forest's bounty are unlikely to arouse a treant's ire. Creatures careless with fire, those who poison the forest, and those who destroy great trees, especially a tree close to awakening, face the treant's wrath.
Source: Monster Manual p. 289, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Tribal Warrior</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (hide armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>11</dex>
    <con>12</con>
    <int>8</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>any one language</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The warrior has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <description>Tribal warriors live beyond civilization, most often subsisting on fishing and hunting. Each tribe acts in accordance with the wishes of its chief, who is the greatest or oldest warrior of the tribe or a tribe member blessed by the gods.
Source: Monster Manual p. 350, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Triceratops</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>95 (10d12+30)</hp>
    <speed>walk 50 ft.</speed>
    <str>22</str>
    <dex>9</dex>
    <con>17</con>
    <int>2</int>
    <wis>11</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Trampling Charge</name>
      <text>If the triceratops moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the triceratops can make one stomp attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 24 (4d8 + 6) piercing damage.</text>
      <attack>Gore|+9|4d8+6</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one prone creature. 22 (3d10 + 6) bludgeoning damage</text>
      <attack>Stomp|+9|3d10+6</attack>
      </action>
    <description>One of the most aggressive of the herbivorous dinosaurs, a triceratops has a skull that flares out to form a protective plate of bone. With its great horns and formidable speed, a triceratops gores and tramples would-be predators to death.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 80, Tomb of Annihilation</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Tridrone</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>13</dex>
    <con>12</con>
    <int>9</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Modron</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Axiomatic Mind</name>
      <text>The tridrone can't be compelled to act in a manner contrary to its nature or its instructions.</text>
      </trait>
    <trait>
        <name>Disintegration</name>
      <text>If the tridrone dies, its body disintegrates into dust, leaving behind its weapons and anything else it was carrying.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tridrone makes three fist attacks or three javelin attacks.</text>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) bludgeoning damage.</text>
      <attack>Fist|+3|1d4+1</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30/120 ft., one target. 4 (1d6 + 1) piercing damage.</text>
      <attack>Javelin|+3|1d6+1</attack>
      </action>
    <action>
        <name>Variant: Rogue Modrons</name>
      <text>A modron unit sometimes becomes defective, either through natural decay or exposure to chaotic forces. Rogue modrons don't act in accordance with Primus's wishes and directives, breaking laws, disobeying orders, and even engaging in violence. Other modrons hunt down such rogues.</text>
      <text>A rogue modron loses the Axiomatic Mind trait and can have any alignment other than lawful neutral. Otherwise, it has the same statistics as a regular modron of its rank.</text>
      </action>
    <description>Tridrones are shaped like inverted pyramids. They lead lesser modrons in battle.
Modrons. Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of perfect order.
Absolute Law and Order.  Under the direction of their leader, Primus, modrons increase order in the multiverse in accordance with laws beyond the comprehension of mortal minds. Their own minds are networked in a hierarchal pyramid, in which each modron receives commands from superiors and delegates orders to underlings. A modron carries out commands with total obedience, utmost efficiency, and an absence of morality or ego. Modrons have no sense of self beyond what is necessary to fulfill their duties. They exist as a unified collective, divided by ranks, yet they always refer to themselves collectively. To a modron, there is no "I," but only "we" or "us."
Absolute Hierarchy.  Modrons communicate only with their own rank and the ranks immediately above and below them. Modrons more than one rank away are either too advanced or too simple to understand.
Cogs of the Great Machine.  If a modron is destroyed, its remains disintegrate. A replacement from the next lowest rank then transforms in a flash of light, gaining the physical form of its new rank. The promoted modron is replaced by one of its underlings in the same manner, all the way to the lowest levels of the hierarchy. There, a new modron is created by Primus, with a steady stream of monodrones leaving the Great Modron Cathedral on Mechanus as a result.
The Great Modron March.  When the gears of Mechanus complete seventeen cycles once every 289 years, Primus sends a vast army of modrons across the Outer Planes, ostensibly on a reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus.
Source: Monster Manual p. 225, Tomb of Annihilation</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Troglodyte</name>
    <size>M</size>
    <type>humanoid (troglodyte)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (natural armor)</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>14</con>
    <int>6</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>10</passive>
    <languages>Troglodyte</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Chameleon Skin</name>
      <text>The troglodyte has advantage on Dexterity (Stealth) checks made to hide.</text>
      </trait>
    <trait>
        <name>Stench</name>
      <text>Any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all troglodytes for 1 hour.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the troglodyte has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troglodyte makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claw|+4|1d4+2</attack>
      </action>
    <description>The savage, degenerate troglodytes squat in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with pictographs painted in blood or dung.
Perhaps the most loathsome of all humanoids, troglodytes eat anything they can stomach. They dwell in filth. The walls of their cavern homes are smeared with grime, oily secretions, and the debris of their foul feasting.
Simpleminded Brutes. Troglodytes have a simple, communal culture devoted almost entirely to procuring food. Too simple to plan more than a few days into the future, troglodytes rely on constant raids and hunting to survive. They take sadistic pleasure in hunting intelligent creatures weaker than themselves and show no mercy toward those they capture and drag back to their lairs to be devoured. The largest and toughest troglodytes lead the hunt and become the leaders of their tribes. However, if a leader shows any weakness or hesitation, other troglodytes attack and eat it in a frenzy.
Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to have such items. A troglodyte tribe might be torn apart by battles over a single longsword.
Devotees of Laogzed. Some troglodytes venerate Laogzed, a demonic, monstrously fat toad-lizard that slumbers in the Abyss. Laogzed offers the troglodytes nothing in return except aspiration, for it is the dream of his troglodyte worshipers to become as fat, well-fed, and wearily content as he seems to be.
Source: Monster Manual p. 290, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Troll</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>20</con>
    <int>7</int>
    <wis>9</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Giant</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The troll has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troll makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Bite|+7|1d6+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Variant: Loathsome Limbs</name>
      <text>Whenever the troll takes at least 15 slashing damage at one time, roll a d20 to determine what else happens to it:</text>
      <text>• 1–10: Nothing else happens.</text>
      <text>• 11–14: One leg is severed from the troll if it has any legs left.</text>
      <text>• 15–18: One arm is severed from the troll if it has any arms left.</text>
      <text>• 19–20: The troll is decapitated, but the troll dies only if it can't regenerate. If it dies, so does the severed head.</text>
      <text>If the troll finishes a short or long rest without reattaching a severed limb or head, the part regrows. At that point, the severed part dies. Until then, a severed part acts on the troll's initiative and has its own action and movement. A severed part has AC 13, 10 hit points, and the troll's Regeneration trait.</text>
      <text>A severed leg is unable to attack and has a speed of 5 feet.</text>
      <text>A severed arm has a speed of 5 feet and can make one claw attack on its turn, with disadvantage on the attack roll unless the troll can see the arm and its target. Each time the troll loses an arm, it loses a claw attack.</text>
      <text>If its head is severed, the troll loses its bite attack and its body is blinded unless the head can see it. The severed head has a speed of 0 feet and the troll's Keen Smell trait. It can make a bite attack but only against a target in its space.</text>
      <text>The troll's speed is halved if it's missing a leg. If it loses both legs, it falls prone. If it has both arms, it can crawl. With only one arm, it can still crawl, but its speed is halved. With no arms or legs, its speed is 0, and it can't benefit from bonuses to speed.</text>
      </action>
    <description>Born with horrific appetites, trolls eat anything they can catch and devour. They have no society to speak of, but they do serve as mercenaries to orcs, ogres, ettins, hags, and giants. As payment, trolls demand food and treasure. Trolls are difficult to control, however, doing as they please even when working with more powerful creatures.
Regeneration. Smashing a troll's bones and slashing through its rubbery hide only makes it angry. A troll's wounds close quickly. If the monster loses an arm, a leg, or even its head, those dismembered parts can sometimes act with a life of their own. A troll can even reattach severed body parts, untroubled by its momentary disability. Only acid and fire can arrest the regenerative properties of a troll's flesh. The trolls, enraged, will attack individuals making acid and fire attacks against them above all other prey.
Troll Freaks. Their regenerative capabilities make trolls especially susceptible to mutation. Although uncommon, such transformations can result from what the troll has done or what has been done to it. A decapitated troll might grow two heads from the stump of its neck, while a troll that eats a fey creature might gain one or more of that creature's traits.
Source: Monster Manual p. 291, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount</description>
    <environment>underdark, mountain, forest, swamp, hill, arctic</environment>
    </monster>
  <monster>
      <name>Twig Blight</name>
    <size>S</size>
    <type>plant</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>4 (1d6+1)</hp>
    <speed>walk 20 ft.</speed>
    <str>6</str>
    <dex>13</dex>
    <con>12</con>
    <int>4</int>
    <wis>8</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>9</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>blinded, deafened</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the blight remains motionless, it is indistinguishable from a dead shrub.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <description>Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.
Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.
Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.
In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.
Controlled by Evil.  Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.
Twig Blight. Twig blights can root in soil, which they do when living prey are scarce. While rooted, they resemble woody shrubs. When it pulls its roots free of the ground to move, a twig blight's branches twist together to form a humanoid-looking body with a head and limbs.
Twig blights seek out campsites and watering holes, rooting there to set up ambushes for potential victims coming to drink or rest. Huddled together in groups, twig blights blend in with an area's natural vegetation or with piles of debris or firewood.
Given how dry they are, twig blights are particularly susceptible to fire.
Source: Monster Manual p. 32, Curse of Strahd, Lost Mine of Phandelver, Tales from the Yawning Portal, Ghosts of Saltmarsh, The Lost Dungeon of Rickedness: Big Rick Energy</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Tyrannosaurus Rex</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>136 (13d12+52)</hp>
    <speed>walk 50 ft.</speed>
    <str>25</str>
    <dex>10</dex>
    <con>19</con>
    <int>2</int>
    <wis>12</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target.</text>
      <attack>Bite|+10|4d12+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 20 (3d8 + 7) bludgeoning damage.</text>
      <attack>Tail|+10|3d8+7</attack>
      </action>
    <description>This enormous predator terrorizes all other creatures in its territory. Despite its size and weight, a tyrannosaurus is a swift runner. It chases anything it thinks it can eat, and there are few creatures it won't try to devour whole. While prowling for substantial prey, a tyrannosaurus subsists on carrion, and on any smaller creatures that try to dart in to steal its meal.
Dinosaurs. Dinosaurs, or behemoths, are among the oldest reptiles in the world. Predatory dinosaurs are savage, territorial hunters. Herbivorous dinosaurs are less aggressive, but they might attack to defend their young, or if startled or harassed.
Dinosaurs come in many sizes and shapes. Larger varieties often have drab coloration, while smaller dinosaurs have colorful markings akin to birds. Dinosaurs roam rugged and isolated areas that humanoids seldom visit, including remote mountain valleys, inaccessible plateaus, tropical islands, and deep fens.
Source: Monster Manual p. 80, Tomb of Annihilation, Explorer's Guide to Wildemount</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Ultroloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>153 (18d8+72)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>18</con>
    <int>18</int>
    <wis>15</wis>
    <cha>19</cha>
    <save></save>
    <skill>Intimidation +9, Perception +7, Stealth +8</skill>
    <passive>17</passive>
    <languages>Abyssal, Infernal, telepathy 120 ft.</languages>
    <cr>13</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The ultroloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The ultroloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The ultroloth can use its Hypnotic Gaze and makes three melee attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+8|1d8+3</attack>
      </action>
    <action>
        <name>Hypnotic Gaze</name>
      <text>The ultroloth's eyes sparkle with opalescent light as it targets one creature it can see within 30 feet of it. If the target can see the ultroloth, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed until the end of the ultroloth's next turn. The charmed target is stunned. If the target's saving throw is successful, the target is immune to the ultroloth's gaze for the next 24 hours.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>The ultroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Variant: Yugoloth Summoning</name>
      <text>Some yugoloths have an action option that allows them to summon other yugoloths.</text>
      <text>Summon Yugoloth (1/Day). The yugoloth chooses what to summon and attempts a magical summoning.</text>
      <text>An ultroloth has a 50 chance of summoning 1d6 mezzoloth, 1d4 nycaloth, or one ultroloth.</text>
      <text>A summoned yugoloth appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other yugoloths. The summoned yugoloth remains for 1 minute, until it or its summoner dies, or until its summoner takes a bonus action to dismiss it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The ultroloth's innate spellcasting ability is Charisma (spell save DC 17). The ultroloth can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility (self only), suggestion</text>
      <text>3/day each: dimension door, fear, wall of fire</text>
      <text>1/day each: fire storm, mass suggestion</text>
      </trait>
    <spells>alter self, clairvoyance, darkness, detect magic, detect thoughts, dispel magic, invisibility, suggestion, dimension door, fear, wall of fire, fire storm, mass suggestion</spells>
    <description>Yugoloths are fickle fiends that inhabit the planes of Acheron, Gehenna, Hades, and Carceri. They act as mercenaries and are notorious for their shifting loyalties. They are the embodiments of avarice. Before serving under anyone's banner, a yugoloth asks the only question on its mind: What's in it for me?
Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags on Gehenna. It is widely believed that Asmodeus, Lord of the Nine Hells, commissioned the work, in the hope of creating an army of fiends that were not bound to the Nine Hells. In the course of making this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since knowing a fiend's true name grants power over it, the hags used the books to ensure the yugoloths' loyalty. They also used the books to capture the true names of other fiends that crossed them. It is rumored that the Books of Keeping contain the true names of a few demon lords and archdevils as well.
Petty jealousies and endless bickering caused the sisterhood to dissolve, and in the ensuing power grab, the Books of Keeping were lost or stolen. No longer indentured to anyone, the yugoloths gained independence, and they now offer their services to the highest bidder.
Fiendish Mercenaries. Summoned yugoloths demand much for their time and loyalty. Whatever promises a yugoloth makes are quickly broken when a better opportunity presents itself. Unlike demons, yugoloths can be reasoned with, but unlike devils, they are rarely true to their word.
Yugoloths can be found anywhere, but the high cost of maintaining a yugoloth army's loyalty typically exceeds what any warlord on the Material Plane can pay. Being self-serving creatures, yugoloths quarrel among themselves constantly. A yugoloth army is more organized than a ravening horde of demons, but far less orderly and regimented than a legion of devils. Without a powerful leader to keep them in line, yugoloths fight simply to indulge their violent predilections, and only as long as it benefits them to do so.
Back to Gehenna. When a yugoloth dies, it dissolves into a pool of ichor and reforms at full strength on the Bleak Eternity of Gehenna. Only on its native plane can a yugoloth be destroyed permanently. A yugoloth knows this and acts accordingly. When summoned to other planes, a yugoloth fights without concern for its own well-being. On Gehenna, it is more apt to retreat or plead for mercy if its demise seems imminent.
When a yugoloth is permanently destroyed, its name vanishes from every Book of Keeping. If a yugoloth is re-created by way of an unholy ritual requiring the expenditure of souls, its name reappears in the books.
The Books of Keeping. When all four copies of the Books of Keeping disappeared, Asmodeus and the night hags lost control of their yugoloth creations. Each Book of Keeping still exists, drifting from plane to plane, where the brave and the foolish occasionally stumble upon them. A yugoloth summoned using its true name, as inscribed in the Books of Keeping, is forced to serve its summoner obediently. The yugoloth hates being controlled in this manner and isn't shy about making its displeasure known. Like a petulant child, it will follow its instructions to the letter while looking for opportunities to misinterpret them.
The General of Gehenna. Somewhere in the brimstone wastes of Gehenna, there roams an ultroloth so strong that none contests his power: the General of Gehenna. Many yugoloths search for this great general in the hope of serving with him. They believe that service with the General of Gehenna grants power and prestige among lower planar entities.
Whatever the case, no fiend finds the General unless the General desires it. His personal name is unknown, and even the Books of Keeping contain no mention of this powerful, thoroughly evil entity.
Source: Monster Manual p. 314, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Umber Hulk</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 30 ft., burrow 20 ft.</speed>
    <str>20</str>
    <dex>13</dex>
    <con>16</con>
    <int>9</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Umber Hulk</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Confusing Gaze</name>
      <text>When a creature starts its turn within 30 feet of the umber hulk and is able to see the umber hulk's eyes, the umber hulk can magically force it to make a DC 15 Charisma saving throw, unless the umber hulk is incapacitated.</text>
      <text>On a failed saving throw, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during that turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action but uses all its movement to move in a random direction. On a 7 or 8, the creature makes one melee attack against a random creature, or it does nothing if no creature is within reach.</text>
      <text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the umber hulk until the start of its next turn, when it can avert its eyes again. If the creature looks at the umber hulk in the meantime, it must immediately make the save.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The umber hulk can burrow through solid rock at half its burrowing speed and leaves a 5 foot-wide, 8-foot-high tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The umber hulk makes three attacks: two with its claws and one with its mandibles.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage.</text>
      <attack>Claw|+8|1d8+5</attack>
      </action>
    <action>
        <name>Mandibles</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.</text>
      <attack>Mandibles|+8|2d8+5</attack>
      </action>
    <description>An abominable horror from deep beneath the earth, an umber hulk burrows into cave complexes, dungeons, or Underdark settlements in search of food. Those lucky enough to survive an umber hulk attack often remember precious little of the incident, thanks to the umber hulk's mind-scrambling gaze.
Devious Delvers. Umber hulks can burrow through solid rock, forming new tunnels in their wake. The steel-hard chitin of its body can withstand the cave-ins, tunnel collapses, and rock falls that commonly follow it.
Burrowing into the wall of a cavern or passageway, an umber hulk lies in wait for creatures to pass by on the other side, its hair-like feelers sensing any movement around it. When it explodes out in a shower of earth and rock, its unsuspecting quarry turns to face the oncoming threat-and is entranced by the umber hulk's bewildering eyes, forced to stand helpless as its mandibles snap shut.
Mind Scrambler. Many survivors of an umber hulk encounter recollect little about the attack, because the monster's confusing gaze scrambles their memory of the event. Those who have fought and killed umber hulks recognize the signs. For other denizens of the Underdark, grisly tales of vanished explorers and wanton destruction speak of an unknown foe. Umber hulks take on supernatural status in these harrowing stories, many of which convey the same warning: once an umber hulk has been spotted, it is already too late to escape it.
Source: Monster Manual p. 292, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage, Infernal Machine Rebuild, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Unicorn</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>12</ac>
    <hp>67 (9d10+18)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>11</int>
    <wis>17</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Celestial, Elvish, Sylvan, telepathy 60 ft.</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the unicorn moves at least 20 feet straight toward a target and then hits it with a horn attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The unicorn has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The unicorn's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The unicorn makes two attacks: one with its hooves and one with its horn.</text>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+7|2d6+4</attack>
      </action>
    <action>
        <name>Horn</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Horn|+7|1d8+4</attack>
      </action>
    <action>
        <name>Healing Touch (3/Day)</name>
      <text>The unicorn touches another creature with its horn. The target magically regains 11 (2d8 + 2) hit points. In addition, the touch removes all diseases and neutralizes all poisons afflicting the target.</text>
      </action>
    <action>
        <name>Teleport (1/Day)</name>
      <text>The unicorn magically teleports itself and up to three willing creatures it can see within 5 feet of it, along with any equipment they are wearing or carrying, to a location the unicorn is familiar with, up to 1 mile away.</text>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Hooves</name>
      <text>The unicorn makes one attack with its hooves.</text>
      </legendary>
    <legendary>
        <name>Shimmering Shield (Costs 2 Actions)</name>
      <text>The unicorn creates a shimmering, magical field around itself or another creature it can see within 60 feet of it. The target gains a +2 bonus to AC until the end of the unicorn's next turn.</text>
      </legendary>
    <legendary>
        <name>Heal Self (Costs 3 Actions)</name>
      <text>The unicorn magically regains 11 (2d8 + 2) hit points.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>Transformed by the creature's celestial presence, the domain of a unicorn might include any of the following magical effects:</text>
      <text>• Open flames of a non magical nature are extinguished within the unicorn's domain. Torches and campfires refuse to burn, but closed lanterns are unaffected.</text>
      <text>• Creatures native to the unicorn's domain have an easier time hiding; they have advantage on all Dexterity (Stealth) checks made to hide.</text>
      <text>• When a good-aligned creature casts a spell or uses a magical effect that causes another good-aligned creature to regain hit points, the target regains the maximum number of hit points possible for the spell or effect.</text>
      <text>• Curses affecting any good-aligned creature are suppressed.</text>
      <text>If the unicorn dies, these effects end immediately.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The unicorn's innate spellcasting ability is Charisma (spell save DC 14). The unicorn can innately cast the following spells, requiring no components:</text>
      <text>At will: detect evil and good, druidcraft, pass without trace</text>
      <text>1/day each: calm emotions, dispel evil and good, entangle</text>
      </trait>
    <spells>detect evil and good, druidcraft, pass without trace, calm emotions, dispel evil and good, entangle</spells>
    <description>Unicorns dwell in enchanted forests. Unrelated to the horses it resembles, a unicorn is a celestial creature that wanders sylvan realms, its white form glimmering like starlight.
A unicorn's brow sports a single spiraling horn of ivory whose magical touch can heal the sick and the injured. Its ears catch the words and whispers of the creatures that share its domain, and it knows the tongues of elves and sylvan folk. Unicorns allow good-hearted creatures to enter their woods to hunt or gather food, but they hold evil ever at bay. Foul-hearted creatures seldom leave a unicorn's domain alive.
Divine Guardians. Good deities placed unicorns on the Material Plane to ward away evil and preserve and protect sacred places. Most unicorns protect a bounded realm such as an enchanted forest. However, the gods sometimes send a unicorn to guard sacred artifacts or protect specific creatures. When the forces of darkness strike against an individual the gods wish to protect, they might send that individual to a unicorn's forest, where evil creatures pursue at their peril.
Unicorns most often serve deities of the forest and woodlands, including the gods of benevolent fey.
Although all unicorns have natural healing power, some serve the gods in greater capacities, performing miracles normally reserved for high priests.
Forest Lords. A unicorn's forest is a celestial realm where nothing that occurs beneath the sun-dappled leaves escapes the creature's notice. A unicorn hears each breathy tune sung by the elves that reside amid the treetops. It senses where every caterpillar spins its cocoon, each leaf and branch upon which a bright butterfly rests its tired wings.
In a unicorn's forest, a sense of calm pervades. From wolves and foxes to birds, squirrels, and tiny insects, the creatures of a unicorn's domain seem quite tame.
Pixies, sprites, satyrs, dryads, and other normally mercurial fey loyally serve a unicorn when they dwell within its woods. Under a unicorn's protection, creatures feel safe from the threat of encroaching civilization and the insidious spread of evil.
A unicorn roams its domain constantly, moving ever so carefully so as not to disturb other denizens. A creature might catch a passing glimpse of the unicorn then suddenly see nothing but the wild woods.
Sacred Horns. A unicorn's horn is the focus of its power, a shard of divine magic wrought in spiraling ivory. Wands of unicorn horn channel powerful magic, while unicorn horn weapons strike with divine force.
Wizards can work powdered unicorn horn into potent potions and scroll ink, or use it as a component in eldritch rituals. However, any creature that takes a role, no matter how small, in slaying a unicorn is likely to become the target of divine retribution.
Blessed Mounts. When darkness and evil threaten to overwhelm the mortal world, the gods sometimes see fit to pair a unicorn mount with a champion. A paladin astride a unicorn is a sign of the gods' direct intervention in the affairs of the mortal realm. It is a holy alliance made to cleave the heads from demons and banish devils back to the Nine Hells.
As long as the troubled times of darkness persist, the unicorn stays by the champion, its horn shining brightly to drive back the night. However, if the gods' champion falls from grace or turns from the cause of righteousness and good, the unicorn departs, never to return.
A Unicorn's Lair. A unicorn's lair might be an ancient ruin overgrown with vines, a misty clearing surrounded by mighty oaks, a flower-covered hilltop alive with butterflies, or some other serene woodland location.
Source: Monster Manual p. 294, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Vampire</name>
    <size>M</size>
    <type>undead (shapechanger)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>17</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +9, Wis +7, Cha +9</save>
    <skill>Perception +7, Stealth +9</skill>
    <passive>17</passive>
    <languages>the languages it knew in life</languages>
    <cr>13</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.</text>
      <text>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.</text>
      <text>While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the vampire fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Misty Escape</name>
      <text>When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.</text>
      <text>While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>The vampire has the following flaws:</text>
      <text>Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.</text>
      <text>Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.</text>
      <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack (Vampire Form Only)</name>
      <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Unarmed Strike (Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).</text>
      <attack>Unarmed Strike (Vampire Form Only)|+9|1d8+4</attack>
      </action>
    <action>
        <name>Bite (Bat or Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.</text>
      <attack>Bite (Bat or Vampire Form Only)|+9|1d6+4</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.</text>
      <text>Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</text>
      </action>
    <action>
        <name>Children of the Night (1/Day)</name>
      <text>The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.</text>
      </action>
    <legendary>
        <text>The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The vampire moves up to its speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Unarmed Strike</name>
      <text>The vampire makes one unarmed strike.</text>
      </legendary>
    <legendary>
        <name>Bite (Costs 2 Actions)</name>
      <text>The vampire makes one bite attack.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:</text>
      <text>• There's a noticeable increase in the populations of bats, rats, and wolves in the region.</text>
      <text>• Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.</text>
      <text>• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.</text>
      <text>• A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.</text>
      <text>If the vampire is destroyed, these effects end after 2d6 days.</text>
      </legendary>
    <description>Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Player Characters as Vampires. 
------
The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
------
Strahd von Zarovich. 
------
A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------
Source: Monster Manual p. 297, Curse of Strahd, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Vampire Spawn</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Dex +6, Wis +3</save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>The vampire regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>The vampire has the following flaws:</text>
      <text>Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. The vampire takes 20 acid damage when it ends its turn in running water.</text>
      <text>Stake to the Heart. The vampire is destroyed if a piercing weapon made of wood is driven into its heart while it is incapacitated in its resting place.</text>
      <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 6 (1d6 + 3) piercing damage plus 7 (2d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Bite|+6|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 8 (2d4 + 3) slashing damage. Instead of dealing damage, the vampire can grapple the target (escape DC 13).</text>
      <attack>Claws|+6|2d4+3</attack>
      </action>
    <description>Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Player Characters as Vampires. 
------
The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
------
Strahd von Zarovich. 
------
A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------
Source: Monster Manual p. 298, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Vampire Spellcaster</name>
    <size>M</size>
    <type>undead (shapechanger)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>17</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +9, Wis +7, Cha +9</save>
    <skill>Perception +7, Stealth +9</skill>
    <passive>17</passive>
    <languages>the languages it knew in life</languages>
    <cr>15</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.</text>
      <text>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.</text>
      <text>While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the vampire fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Misty Escape</name>
      <text>When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.</text>
      <text>While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>The vampire has the following flaws:</text>
      <text>Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.</text>
      <text>Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.</text>
      <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack (Vampire Form Only)</name>
      <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Unarmed Strike (Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).</text>
      <attack>Unarmed Strike (Vampire Form Only)|+9|1d8+4</attack>
      </action>
    <action>
        <name>Bite (Bat or Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.</text>
      <attack>Bite (Bat or Vampire Form Only)|+9|1d6+4</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.</text>
      <text>Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</text>
      </action>
    <action>
        <name>Children of the Night (1/Day)</name>
      <text>The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.</text>
      </action>
    <legendary>
        <text>The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The vampire moves up to its speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Unarmed Strike</name>
      <text>The vampire makes one unarmed strike.</text>
      </legendary>
    <legendary>
        <name>Bite (Costs 2 Actions)</name>
      <text>The vampire makes one bite attack.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:</text>
      <text>• There's a noticeable increase in the populations of bats, rats, and wolves in the region.</text>
      <text>• Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.</text>
      <text>• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.</text>
      <text>• A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.</text>
      <text>If the vampire is destroyed, these effects end after 2d6 days.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The vampire is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The vampire has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): comprehend languages, fog cloud, sleep</text>
      <text>• 2nd level (3 slots): detect thoughts, gust of wind, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, bestow curse, nondetection</text>
      <text>• 4th level (3 slots): blight, greater invisibility</text>
      <text>• 5th level (1 slots): dominate person</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>mage hand, prestidigitation, ray of frost, comprehend languages, fog cloud, sleep, detect thoughts, gust of wind, mirror image, animate dead, bestow curse, nondetection, blight, greater invisibility, dominate person</spells>
    <description>Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Player Characters as Vampires. 
------
The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
------
Strahd von Zarovich. 
------
A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------
Source: Monster Manual p. 298, Rise of Tiamat</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Vampire Warrior</name>
    <size>M</size>
    <type>undead (shapechanger)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>18</dex>
    <con>18</con>
    <int>17</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +9, Wis +7, Cha +9</save>
    <skill>Perception +7, Stealth +9</skill>
    <passive>17</passive>
    <languages>the languages it knew in life</languages>
    <cr>15</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>If the vampire isn't in sunlight or running water, it can use its action to polymorph into a Tiny bat or a Medium cloud of mist, or back into its true form.</text>
      <text>While in bat form, the vampire can't speak, its walking speed is 5 feet, and it has a flying speed of 30 feet. Its statistics, other than its size and speed, are unchanged. Anything it is wearing transforms with it, but nothing it is carrying does. It reverts to its true form if it dies.</text>
      <text>While in mist form, the vampire can't take any actions, speak, or manipulate objects. It is weightless, has a flying speed of 20 feet, can hover, and can enter a hostile creature's space and stop there. In addition, if air can pass through a space, the mist can do so without squeezing, and it can't pass through water. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to all nonmagical damage, except the damage it takes from sunlight.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the vampire fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Misty Escape</name>
      <text>When it drops to 0 hit points outside its resting place, the vampire transforms into a cloud of mist (as in the Shapechanger trait) instead of falling unconscious, provided that it isn't in sunlight or running water. If it can't transform, it is destroyed.</text>
      <text>While it has 0 hit points in mist form, it can't revert to its vampire form, and it must reach its resting place within 2 hours or be destroyed. Once in its resting place, it reverts to its vampire form. It is then paralyzed until it regains at least 1 hit point. After spending 1 hour in its resting place with 0 hit points, it regains 1 hit point.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The vampire regains 20 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or running water. If the vampire takes radiant damage or damage from holy water, this trait doesn't function at the start of the vampire's next turn.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The vampire can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Vampire Weaknesses</name>
      <text>The vampire has the following flaws:</text>
      <text>Forbiddance. The vampire can't enter a residence without an invitation from one of the occupants.</text>
      <text>Harmed by Running Water. The vampire takes 20 acid damage if it ends its turn in running water.</text>
      <text>Stake to the Heart. If a piercing weapon made of wood is driven into the vampire's heart while the vampire is incapacitated in its resting place, the vampire is paralyzed until the stake is removed.</text>
      <text>Sunlight Hypersensitivity. The vampire takes 20 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vampire makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Multiattack (Vampire Form Only)</name>
      <text>The vampire makes two attacks, only one of which can be a bite attack.</text>
      </action>
    <action>
        <name>Unarmed Strike (Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 8 (1d8 + 4) bludgeoning damage. Instead of dealing damage, the vampire can grapple the target (escape DC 18).</text>
      <attack>Unarmed Strike (Vampire Form Only)|+9|1d8+4</attack>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 11 (2d6 + 4) slashing damage.</text>
      <attack>Greatsword|+9|2d6+4</attack>
      </action>
    <action>
        <name>Bite (Bat or Vampire Form Only)</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by the vampire, incapacitated, or restrained. 7 (1d6 + 4) piercing damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and the vampire regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way and then buried in the ground rises the following night as a vampire spawn under the vampire's control.</text>
      <attack>Bite (Bat or Vampire Form Only)|+9|1d6+4</attack>
      </action>
    <action>
        <name>Charm</name>
      <text>The vampire targets one humanoid it can see within 30 feet of it. If the target can see the vampire, the target must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the vampire. The charmed target regards the vampire as a trusted friend to be heeded and protected. Although the target isn't under the vampire's control, it takes the vampire's requests or actions in the most favorable way it can, and it is a willing target for the vampire's bite attack.</text>
      <text>Each time the vampire or the vampire's companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire is destroyed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</text>
      </action>
    <action>
        <name>Children of the Night (1/Day)</name>
      <text>The vampire magically calls 2d4 swarms of swarm of bats or swarm of rats, provided that the sun isn't up. While outdoors, the vampire can call 3d6 wolf instead. The called creatures arrive in 1d4 rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.</text>
      </action>
    <legendary>
        <text>The undead (shapechanger) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead (shapechanger) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The vampire moves up to its speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Unarmed Strike</name>
      <text>The vampire makes one unarmed strike.</text>
      </legendary>
    <legendary>
        <name>Bite (Costs 2 Actions)</name>
      <text>The vampire makes one bite attack.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following effects:</text>
      <text>• There's a noticeable increase in the populations of bats, rats, and wolves in the region.</text>
      <text>• Plants within 500 feet of the lair wither, and their stems and branches become twisted and thorny.</text>
      <text>• Shadows cast within 500 feet of the lair seem abnormally gaunt and sometimes move as though alive.</text>
      <text>• A creeping fog clings to the ground within 500 feet of the vampire's lair. The fog occasionally takes eerie forms, such as grasping claws and writhing serpents.</text>
      <text>If the vampire is destroyed, these effects end after 2d6 days.</text>
      </legendary>
    <description>Awakened to an endless night, vampires hunger for the life they have lost and sate that hunger by drinking the blood of the living. Vampires abhor sunlight, for its touch burns them. They never cast shadows or reflections, and any vampire wishing to move unnoticed among the living keeps to the darkness and far from reflective surfaces.
Dark Desires. Whether or not a vampire retains any memories from its former life, its emotional attachments wither as once-pure feelings become twisted by undeath. Love turns into hungry obsession, while friendship becomes bitter jealousy. In place of emotion, vampires pursue physical symbols of what they crave, so that a vampire seeking love might fixate on a young beauty. A child might become an object of fascination for a vampire obsessed with youth and potential. Others surround themselves with art, books, or sinister items such as torture devices or trophies from creatures they have killed.
Born from Death. Most of a vampire's victims become vampire spawn-ravenous creatures with a vampire's hunger for blood, but under the control of the vampire that created them. If a true vampire allows a spawn to draw blood from its own body, the spawn transforms into a true vampire no longer under its master's control. Few vampires are willing to relinquish their control in this manner. Vampire spawn become free-willed when their creator dies.
Chained to the Grave. Every vampire remains bound to its coffin, crypt, or grave site, where it must rest by day. If a vampire didn't receive a formal burial, it must lie beneath a foot of earth at the place of its transition to undeath. A vampire can move its place of burial by transporting its coffin or a significant amount of grave dirt to another location. Some vampires set up multiple resting places this way.
Undead Nature. Neither a vampire nor a vampire spawn requires air.
A Vampire's Lair. A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Player Characters as Vampires. 
------
The game statistics of a player character transformed into a vampire spawn and then a vampire don't change, except that the character's Strength, Dexterity, and Constitution scores become 18 if they aren't higher. In addition, the character gains the vampire's damage resistances, darkvision, traits, and actions. Attack and damage rolls for the vampire's attacks are based on Strength.
The save DC for Charm is 8 + the vampire's proficiency bonus + the vampire's Charisma modifier. The character's alignment becomes lawful evil, and the DM might take control of the character until the vampirism is reversed with a wish spell or the character is killed and brought back to life.
------
Strahd von Zarovich. 
------
A brilliant thinker and capable warrior in life, Strahd von Zarovich fought in countless battles for his people. When war and killing finally stripped him of his youth and strength, he settled in the remote valley of Barovia and built a castle on a towering pinnacle, from which he could survey his lands. His brother Sergei came to live with him in Castle Ravenloft, becoming Strahd's adviser and constant companion.
In his brother, Strahd saw everything he had lost. Sergei was handsome and young, while Strahd had become old and scarred. Resentment colored their relationship, eventually turning into hatred. Strahd's beloved, Tatyana, spurned him for Sergei, whom she pledged to marry.
In a desperate attempt to win Tatyana's heart, Strahd forged a pact with dark powers that made him immortal. At the wedding of Sergei and Tatyana, he confronted his brother and killed him. Tatyana fled and flung herself from Ravenloft's walls. Strahd's guards, seeing him for a monster, shot him with arrows. But he did not die. He became a vampire-the first vampire, according to many sages.
In the centuries since his transformation, Strahd's lust for life and youth have only grown. He broods in his dark castle, cursing the living for stealing away what he lost, and never admitting his hand in the tragedy he created.
------
Source: Monster Manual p. 298</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Veteran</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>17 (splint armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Athletics +5, Perception +2</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The veteran makes two longsword attacks. If it has a shortsword drawn, it can also make a shortsword attack.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+3</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. 6 (1d10 + 1) piercing damage.</text>
      <attack>Heavy Crossbow|+3|1d10+1</attack>
      </action>
    <description>Veterans are professional fighters that take up arms for pay or to protect something they believe in or value. Their ranks include soldiers retired from long service and warriors who never served anyone but themselves.
Source: Monster Manual p. 350, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vine Blight</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Neutral Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>26 (4d8+4)</hp>
    <speed>walk 10 ft.</speed>
    <str>15</str>
    <dex>8</dex>
    <con>14</con>
    <int>5</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +1</skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this radius)</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the blight remains motionless, it is indistinguishable from a tangle of vines.</text>
      </trait>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +4 to hit, reach 10 ft., one target. 9 (2d6 + 2) bludgeoning damage, and a Large or smaller target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the blight can't constrict another target.</text>
      <attack>Constrict|+4|2d6+2</attack>
      </action>
    <action>
        <name>Entangling Plants (Recharge 5-6)</name>
      <text>Grasping roots and vines sprout in a 15-foot radius centered on the blight, withering away after 1 minute. For the duration, that area is difficult terrain for nonplant creatures. In addition, each creature of the blight's choice in that area when the plants appear must succeed on a DC 12 Strength saving throw or become restrained. A creature can use its action to make a DC 12 Strength check, freeing it self or another entangled creature within reach on a success.</text>
      </action>
    <description>Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of ancient evil and attempts to spread that evil wherever it can.
Roots of the Gulthias Tree. Legends tell of a vampire named Gulthias who worked terrible magic and raised up an abominable tower called Nightfang Spire. Gulthias was undone when a hero plunged a wooden stake through his heart, but as the vampire was destroyed, his blood infused the stake with a dreadful power. In time, tendrils of new growth sprouted from the wood, growing into a sapling infused with the vampire's evil essence. It is said that a mad druid discovered the sapling, transplanting it to an underground grotto where it could grow. From this Gulthias tree came the seeds from which the first blights were sown.
Dark Conquest. Wherever a tree or plant is contaminated by a fragment of an evil mind or power, a Gulthias tree can rise to infest and corrupt the surrounding forest. Its evil spreads through root and soil to other plants, which perish or transform into blights. As those blights spread, they poison and uproot healthy plants, replacing them with brambles, toxic weeds, and others of their kind. In time, an infestation of blights can turn any land or forest into a place of corruption.
In forests infested with blights, trees and plants grow with supernatural speed. Vines and undergrowth rapidly spread through buildings and overrun trails and roads. After blights have killed or driven off their inhabitants, whole villages can disappear in the space of days.
Controlled by Evil.  Blights are independent creatures, but most act under a Gulthias tree's control, often displaying the habits and traits of the life force or spirit that spawned them. By attacking their progenitor's old foes or seeking out treasures valuable to it, they carry on the legacy of long-lost evil.
Vine Blight. Appearing as masses of slithering creepers, vine blights hide in undergrowth and wait for prey to draw near. By animating the plants around them, vine blights entangle and hinder their foes before attacking. Vine blights are the only blights capable of speech. Through its connection to the evil spirit of the Gulthias tree it serves, a vine blight speaks in a fractured version of its dead master's voice, taunting victims or bargaining with powerful foes.
Source: Monster Manual p. 32, Curse of Strahd, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Violet Fungus</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Unaligned</alignment>
    <ac>5</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 5 ft.</speed>
    <str>3</str>
    <dex>1</dex>
    <con>10</con>
    <int>1</int>
    <wis>3</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened, frightened</conditionImmune>
    <senses>blindsight 30 ft. (blind beyond this radius)</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the violet fungus remains motionless, it is indistinguishable from an ordinary fungus.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fungus makes 1d4 Rotting Touch attacks.</text>
      </action>
    <action>
        <name>Rotting Touch</name>
      <text>Melee Weapon Attack: +2 to hit, reach 10 ft., one creature. 4 (1d8) necrotic damage.</text>
      <attack>Rotting Touch|+2|1d8</attack>
      </action>
    <description>This purplish mushroom uses root-like feelers growing from its base to creep across cavern floors. The four stalks protruding from a violet fungi's central mass are used to lash out at prey, rotting flesh with the slightest touch. Any creature killed by a violet fungus decomposes rapidly. A new violet fungus sprouts from the moldering corpse, growing to full size in 2d6 days.
Fungi. With its sky of jagged stone and perpetual night, the Underdark is home to all manner of fungi. Taking the place of plants in the subterranean realm, fungi are vital to the survival of many underground species, providing nourishment and shelter in the unforgiving darkness.
Fungi spawn in organic matter, then break that matter down to consume it, feeding on filth and corpses. As they mature, fungi eject spores that drift on the lightest breeze to spawn new fungi.
Not needing sunlight or warmth to grow, fungi thrive in every corner and crevice of the Underdark. Transformed by the magic that permeates that underground realm, Underdark fungi often develop potent defensive mechanisms or abilities of mimicry and attack. The largest specimens can spread to create vast subterranean forests in which countless creatures live and feed.
Source: Monster Manual p. 138, Hoard of the Dragon Queen, Princes of the Apocalypse, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Vrock</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>104 (11d10+44)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>18</con>
    <int>8</int>
    <wis>13</wis>
    <cha>8</cha>
    <save>Dex +5, Wis +4, Cha +2</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>6</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The vrock has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vrock makes two attacks: one with its beak and one with its talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage.</text>
      <attack>Beak|+6|2d6+3</attack>
      </action>
    <action>
        <name>Talons</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) slashing damage.</text>
      <attack>Talons|+6|2d10+3</attack>
      </action>
    <action>
        <name>Spores (Recharge 6)</name>
      <text>A 15-foot-radius cloud of toxic spores extends out from the vrock. The spores spread around corners. Each creature in that area must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned in this way, a target takes 5 (1d10) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Emptying a vial of holy water on the target also ends the effect on it.</text>
      <attack>Spores (Recharge 6)||1d10</attack>
      </action>
    <action>
        <name>Stunning Screech (1/Day)</name>
      <text>The vrock emits a horrific screech. Each creature within 20 feet of it that can hear it and that isn't a demon must succeed on a DC 14 Constitution saving throw or be stunned until the end of the vrock's next turn.</text>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A vrock has a 30 chance of summoning 2d4 dretch or one vrock.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 64, Curse of Strahd, Princes of the Apocalypse, Tales from the Yawning Portal, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Vulture</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>5 (1d8+1)</hp>
    <speed>walk 10 ft., fly 50 ft.</speed>
    <str>7</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>12</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Sight and Smell</name>
      <text>The vulture has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The vulture has advantage on an attack roll against a creature if at least one of the vulture's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Beak|+2|1d4</attack>
      </action>
    <description>
Source: Monster Manual p. 339, Rise of Tiamat, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus</description>
    <environment>grassland, hill, desert</environment>
    </monster>
  <monster>
      <name>Warhorse</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 60 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>13</con>
    <int>2</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Trampling Charge</name>
      <text>If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d6+4</attack>
      </action>
    <action>
        <name>Variant: Warhorse Armor</name>
      <text>An armored warhorse has an AC based on the type of barding worn (see the Player's Handbook for more information on barding). The horse's AC includes its Dexterity modifier, where applicable. Barding doesn't alter the horse's challenge rating.</text>
      <text>AC | Barding</text>
      <text>12 | Leather barding</text>
      <text>13 | Studded leather barding</text>
      <text>14 | Ring mail barding</text>
      <text>15 | Scale mail barding</text>
      <text>16 | Chain mail barding</text>
      <text>17 | Splint barding</text>
      <text>18 | Plate barding</text>
      <text></text>
      </action>
    <description>
Source: Monster Manual p. 340, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Warhorse Skeleton</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (barding scraps)</ac>
    <hp>22 (3d10+6)</hp>
    <speed>walk 60 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>15</con>
    <int>2</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable>bludgeoning</vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d6+4</attack>
      </action>
    <description>Skeletons arise when animated by dark magic. They heed the summons of spellcasters who call them from their stony tombs and ancient battlefields, or rise of their own accord in places saturated with death and loss, awakened by stirrings of necromantic energy or the presence of corrupting evil.
Animated Dead. Whatever sinister force awakens a skeleton infuses its bones with a dark vitality, adhering joint to joint and reassembling dismantled limbs. This energy motivates a skeleton to move and think in a rudimentary fashion, though only as a pale imitation of the way it behaved in life. An animated skeleton retains no connection to its past, although resurrecting a skeleton restores it body and soul, banishing the hateful undead spirit that empowers it.
While most skeletons are the animated remains of dead humans and other humanoids, skeletal undead can be created from the bones of other creatures besides humanoids, giving rise to a host of terrifying and unique forms.
Obedient Servants. Skeletons raised by spell are bound to the will of their creator. They follow orders to the letter, never questioning the tasks their masters give them, regardless of the consequences. Because of their literal interpretation of commands and unwavering obedience, skeletons adapt poorly to changing circumstances. They can't read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive careful instructions explaining how such tasks are accomplished.
Although they lack the intellect they possessed in life, skeletons aren't mindless. Rather than break its limbs attempting to batter its way through an iron door, a skeleton tries the handle first. If that doesn't work, it searches for another way through or around the obstacle.
Habitual Behaviors. Independent skeletons temporarily or permanently free of a master's control sometimes pantomime actions from their past lives, their bones echoing the rote behaviors of their former living selves. The skeleton of a miner might lift a pick and start chipping away at stone walls. The skeleton of a guard might strike up a post at a random doorway. The skeleton of a dragon might lie down on a pile of treasure, while the skeleton of a horse crops grass it can't eat. Left alone in a ballroom, the skeletons of nobles might continue an eternally unfinished dance.
When skeletons encounter living creatures, the necromantic energy that drives them compels them to kill unless they are commanded by their masters to refrain from doing so. They attack without mercy and fight until destroyed, for skeletons possess little sense of self and even less sense of self-preservation.
Undead Nature. A skeleton doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 273, Curse of Strahd, Storm King's Thunder</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Water Elemental</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 30 ft., swim 90 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>5</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Aquan</languages>
    <cr>5</cr>
    <resist>acid; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Water Form</name>
      <text>The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Freeze</name>
      <text>If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elemental makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Slam|+7|2d8+4</attack>
      </action>
    <action>
        <name>Whelm (Recharge 4-6)</name>
      <text>Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.</text>
      <attack>Whelm (Recharge 4-6)||2d8+4</attack>
      <text>The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.</text>
      </action>
    <description>Elementals are incarnations of the elements that make up the universe: air, earth, fire, and water. Though little more than animated energy on their own planes of existence, they can be called on by spellcasters and powerful beings to take shape and perform tasks.
Living Elements. On its home plane, an elemental is a bodiless life force. Its dim consciousness manifests as a physical shape only when focused by the power of magic. A wild spirit of elemental force has no desire except to course through the element of its native plane. Like beasts of the Material Plane, these elemental spirits have no society or culture, and little sense of being.
Conjured by Magic. Certain spells and magic items can conjure an elemental, summoning it from the Inner Planes to the Material Plane. Elementals instinctively resent being pulled from their native planes and bound into service. A creature that summons an elemental must assert force of will to control it.
Bound and Shaped. Powerful magic can bind an elemental spirit into a material template that defines a specific use and function. Invisible stalkers are air elementals bound to a specific form, in the same way that water elementals can be shaped into water weirds.
Elemental Nature. An elemental doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 125, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Mythic Odysseys of Theros, Tasha's Cauldron of Everything</description>
    <environment>underwater, swamp, coastal</environment>
    </monster>
  <monster>
      <name>Water Weird</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>13</ac>
    <hp>58 (9d10+9)</hp>
    <speed>walk 0 ft., swim 60 ft.</speed>
    <str>17</str>
    <dex>16</dex>
    <con>13</con>
    <int>11</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Aquan but doesn't speak</languages>
    <cr>3</cr>
    <resist>fire; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, poisoned, restrained, prone, unconscious</conditionImmune>
    <senses>blindsight 30 ft.</senses>
    <trait>
        <name>Invisible in Water</name>
      <text>The water weird is invisible while fully immersed in water.</text>
      </trait>
    <trait>
        <name>Water Bound</name>
      <text>The water weird dies if it leaves the water to which it is bound or if that water is destroyed.</text>
      </trait>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. 13 (3d6 + 3) bludgeoning damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the water weird. Until this grapple ends, the target is restrained, the water weird tries to drown it, and the water weird can't constrict another target.</text>
      <attack>Constrict|+5|3d6+3</attack>
      </action>
    <description>A water weird is an elemental guardian bound to a specific water-filled location, such as a pool or fountain.
Invisible while immersed in water, its serpentine shape becomes clear only when it emerges to attack, using its coils to crush any creature other than its summoner and those its summoner declares as off limits. When slain, a water weird becomes an inanimate pool of water.
Good and Evil Weirds. Like most elementals, a water weird has no concept of good or evil. However, a water weird bound to a sacred or befouled source of water begins to take on the nature of that site, becoming neutral good or neutral evil.
A neutral good water weird tries to frighten away interlopers rather than kill them, while a neutral evil water weird kills its victims for pleasure and might turn against its summoner. A water weird loses its evil alignment if its waters are cleansed with a purify food and drink spell.
Elemental Nature. A water weird doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 299, Princes of the Apocalypse, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Weasel</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>1 (1d4-1)</hp>
    <speed>walk 30 ft.</speed>
    <str>3</str>
    <dex>16</dex>
    <con>8</con>
    <int>2</int>
    <wis>12</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The weasel has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 1 piercing damage.</text>
      </action>
    <description>
Source: Monster Manual p. 340, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Werebear</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Neutral Good</alignment>
    <ac>10 (in humanoid form, 11 (natural armor) in bear or hybrid form)</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>11</int>
    <wis>12</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Common (can't speak in bear form)</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>The werebear can use its action to polymorph into a Large bear-humanoid hybrid or into a Large bear, or back into its true form, which is humanoid. Its statistics, other than its size and AC, 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.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The werebear has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>In bear form, the werebear makes two claw attacks. In humanoid form, it makes two greataxe attacks. In hybrid form, it can attack like a bear or a humanoid.</text>
      </action>
    <action>
        <name>Bite (Bear or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) piercing damage. If the target is a humanoid, it must succeed on a DC 14 Constitution saving throw or be cursed with were bear lycanthropy.</text>
      <attack>Bite (Bear or Hybrid Form Only)|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw (Bear or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claw (Bear or Hybrid Form Only)|+7|2d8+4</attack>
      </action>
    <action>
        <name>Greataxe (Humanoid or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) slashing damage.</text>
      <attack>Greataxe (Humanoid or Hybrid Form Only)|+7|1d12+4</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
Player Characters as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 208, Ghosts of Saltmarsh, Explorer's Guide to Wildemount</description>
    <environment>forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Wereboar</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>10 (in humanoid form, 11 (natural armor) in boar or hybrid form)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>15</con>
    <int>10</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Common (can't speak in boar form)</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>The wereboar can use its action to polymorph into a boar-humanoid hybrid or into a boar, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Charge (Boar or Hybrid Form Only)</name>
      <text>If the wereboar moves at least 15 feet straight toward a target and then hits it with its tusks on the same turn, the target takes an extra 7 (2d6) slashing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Relentless (Recharges after a Short or Long Rest)</name>
      <text>If the wereboar takes 14 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>The wereboar makes two attacks, only one of which can be with its tusks.</text>
      </action>
    <action>
        <name>Maul (Humanoid or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Maul (Humanoid or Hybrid Form Only)|+5|2d6+3</attack>
      </action>
    <action>
        <name>Tusks (Boar or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with wereboar lycanthropy.</text>
      <attack>Tusks (Boar or Hybrid Form Only)|+5|2d6+3</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
Player Characters as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 209, Tomb of Annihilation, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Wererat</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>12</con>
    <int>11</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Common (can't speak in rat form)</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft. (rat form only)</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The wererat can use its action to polymorph into a rat-humanoid hybrid or into a giant rat, or back into its true form, which is humanoid. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The wererat has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>The wererat makes two attacks, only one of which can be a bite.</text>
      </action>
    <action>
        <name>Bite (Rat or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 11 Constitution saving throw or be cursed with wererat lycanthropy.</text>
      <attack>Bite (Rat or Hybrid Form Only)|+4|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword (Humanoid or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Hand Crossbow (Humanoid or Hybrid Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Hand Crossbow (Humanoid or Hybrid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
Player Characters as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 209, Tales from the Yawning Portal, Waterdeep: Dragon Heist, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild, Explorer's Guide to Wildemount</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Weretiger</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Neutral</alignment>
    <ac>12</ac>
    <hp>120 (16d8+48)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Common (can't speak in tiger form)</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The weretiger can use its action to polymorph into a tiger-humanoid hybrid or into a tiger, or back into its true form, which is humanoid. Its statistics, other than its size, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The weretiger has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pounce (Tiger or Hybrid Form Only)</name>
      <text>If the weretiger moves at least 15 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the weretiger can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>In humanoid form, the weretiger makes two scimitar attacks or two longbow attacks. In hybrid form, it can attack like a humanoid or make two claw attacks.</text>
      </action>
    <action>
        <name>Bite (Tiger or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage. If the target is a humanoid, it must succeed on a DC 13 Constitution saving throw or be cursed with weretiger lycanthropy.</text>
      <attack>Bite (Tiger or Hybrid Form Only)|+5|1d10+3</attack>
      </action>
    <action>
        <name>Claw (Tiger or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage.</text>
      <attack>Claw (Tiger or Hybrid Form Only)|+5|1d8+3</attack>
      </action>
    <action>
        <name>Scimitar (Humanoid or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Humanoid or Hybrid Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow (Humanoid or Hybrid Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow (Humanoid or Hybrid Form Only)|+4|1d8+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
Player Characters as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 210, Tomb of Annihilation, Explorer's Guide to Wildemount</description>
    <environment>grassland, forest, desert</environment>
    </monster>
  <monster>
      <name>Werewolf</name>
    <size>M</size>
    <type>humanoid (human, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (in humanoid form, 12 (natural armor) in wolf or hybrid form)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>14</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Common (can't speak in wolf form)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Shapechanger</name>
      <text>The werewolf can use its action to polymorph into a wolf-humanoid hybrid or into a wolf, or back into its true form, which is humanoid. Its statistics, other than its AC, 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.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The werewolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Multiattack (Humanoid or Hybrid Form Only)</name>
      <text>The werewolf makes two attacks: two with its spear (humanoid form) or one with its bite and one with its claws (hybrid form).</text>
      </action>
    <action>
        <name>Bite (Wolf or Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or be cursed with werewolf lycanthropy.</text>
      <attack>Bite (Wolf or Hybrid Form Only)|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 7 (2d4 + 2) slashing damage.</text>
      <attack>Claws (Hybrid Form Only)|+4|2d4+2</attack>
      </action>
    <action>
        <name>Spear (Humanoid Form Only)</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one creature. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear (Humanoid Form Only)|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Nonhuman Lycanthropes</name>
      <text>The statistics presented in this section assume a base creature of human. However, you can also use the statistics to represent nonhuman lycanthropes, adding verisimilitude by allowing a nonhuman lycanthrope to retain one or more of its humanoid racial traits. For example, an elf werewolf might have the Fey Ancestry trait.</text>
      </action>
    <description>Curse of Lycanthropy. A humanoid creature can be afflicted with the curse of lycanthropy after being wounded by a lycanthrope, or if one or both of its parents are lycanthropes. A remove curse spell can rid an afflicted lycanthrope of the curse, but a natural born lycanthrope can be freed of the curse only with a wish.
A lycanthrope can either resist its curse or embrace it. By resisting the curse, a lycanthrope retains its normal alignment and personality while in humanoid form. It lives its life as it always has, burying deep the bestial urges raging inside it. However, when the full moon rises, the curse becomes too strong to resist, transforming the individual into its beast form-or into a horrible hybrid form that combines animal and humanoid traits. When the moon wanes, the beast within can be controlled once again. Especially if the cursed creature is unaware of its condition, it might not remember the events of its transformation, though those memories often haunt a lycanthrope as bloody dreams.
Some individuals see little point in fighting the curse and accept what they are. With time and experience, they learn to master their shapechanging ability and can assume beast form or hybrid form at will. Most lycanthropes that embrace their bestial natures succumb to bloodlust, becoming evil, opportunistic creatures that prey on the weak.
Player Characters as Lycanthropes
A character who becomes a lycanthrope retains his or her statistics except as specified by lycanthrope type. The character gains the lycanthrope's speeds in non-humanoid form, damage immunities, traits, and actions that don't involve equipment. The character is proficient with the lycanthrope's natural attacks, such as its bite or claws, which deal damage as shown in the lycanthrope's statistics. The character can't speak while in animal form.
A non-lycanthrope humanoid hit by an attack that carries the curse of lycanthropy must succeed on a Constitution saving throw (DC 8 + the lycanthrope's proficiency bonus + the lycanthrope's Constitution modifier) or be cursed. If the character embraces the curse, his or her alignment becomes the one defined for the lycanthrope. The DM is free to decide that a change in alignment places the character under DM control until the curse of lycanthropy is removed.
The following information applies to specific lycanthropes.
Werebear. The character gains a Strength of 19 if his or her score isn't already higher, and a +1 bonus to AC while in bear or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Wereboar. The character gains a Strength of 17 if his or her score isn't already higher, and a +1 bonus to AC while in boar or hybrid form (from natural armor). Attack and damage rolls for the tusks are based on Strength. For the Charge trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Wererat. The character gains a Dexterity of 15 if his or her score isn't already higher. Attack and damage rolls for the bite are based on whichever is higher of the character's Strength and Dexterity.
Weretiger. The character gains a Strength of 17 if his or her score isn't already higher. Attack and damage rolls for the natural weapons are based on Strength. For the Pounce trait, the DC is 8 + the character's proficiency bonus + Strength modifier.
Werewolf. The character gains a Strength of 15 if his or her score isn't already higher, and a +1 bonus to AC while in wolf or hybrid form (from natural armor). Attack and damage rolls for the natural weapons are based on Strength.
Source: Monster Manual p. 211, Curse of Strahd, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, Infernal Machine Rebuild, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>White Dragon Wyrmling</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft., burrow 15 ft., fly 60 ft., swim 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>14</con>
    <int>5</int>
    <wis>10</wis>
    <cha>11</cha>
    <save>Dex +2, Con +4, Wis +2, Cha +2</save>
    <skill>Perception +4, Stealth +2</skill>
    <passive>14</passive>
    <languages>Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) piercing damage plus 2 (1d4) cold damage.</text>
      <attack>Bite|+4|1d10+2</attack>
      </action>
    <action>
        <name>Cold Breath (Recharge 5-6)</name>
      <text>The dragon exhales an icy blast of hail in a 15-foot cone. Each creature in that area must make a DC 12 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 5-6)||5d8</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 102, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Wight</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (studded leather armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The wight makes two longsword attacks or two longbow attacks. It can use its Life Drain in place of one longsword attack.</text>
      </action>
    <action>
        <name>Life Drain</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+4|1d6+2</attack>
      <text>A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage, or 7 (1d10 + 2) slashing damage if used with two hands.</text>
      <attack>Longsword|+4|1d8+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>The word "wight" meant "person" in days of yore, but the name now refers to evil undead who were once mortals driven by dark desire and great vanity. When death stills such a creature's heart and snuffs its living breath, its spirit cries out to the demon lord Orcus or some vile god of the underworld for a reprieve: undeath in return for eternal war on the living. If a dark power answers the call, the spirit is granted undeath so that it can pursue its own malevolent agenda.
Wights possess the memories and drives of their formerly living selves. They will heed the call of whatever dark entity transformed them into undead, swearing oaths to appease their new lord while retaining their autonomy. Never tiring, a wight can pursue its goals relentlessly and without distraction.
Life Eaters. Neither dead nor alive, a wight exists in a transitional state between one world and the next. The bright spark it possessed in life is gone, and in its place is a yearning to consume that spark in all living things.
When a wight attacks, this life essence glows like white-hot embers to its dark eyes, and the wight's cold touch can drain the spark through flesh, clothing, and armor.
Shadow of the Grave. Wights flee from the world by day, away from the light of the sun, which they hate. They retreat to barrow mounds, crypts, and tombs where they dwell. Their lairs are silent, desolate places, surrounded by dead plants, noticeably blackened, and avoided by bird and beast.
Humanoids slain by a wight can rise as zombies under its control. Motivated by hunger for living souls and driven by the same desire for power that awakened them in undeath, some wights serve as shock troops for evil leaders, including wraiths. As soldiers, they are able to plan but seldom do so, relying on their hunger for destruction to overwhelm any creature that stands before them.
Undead Nature. A wight doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 300, Curse of Strahd, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>underdark, swamp, urban, desert</environment>
    </monster>
  <monster>
      <name>Will-o'-Wisp</name>
    <size>T</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19</ac>
    <hp>22 (9d4)</hp>
    <speed>walk 0 ft., fly 50 ft.</speed>
    <str>1</str>
    <dex>28</dex>
    <con>10</con>
    <int>13</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>the languages it knew in life</languages>
    <cr>2</cr>
    <resist>acid, cold, fire, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Consume Life</name>
      <text>As a bonus action, the will-o'-wisp can target one creature it can see within 5 feet of it that has 0 hit points and is still alive. The target must succeed on a DC 10 Constitution saving throw against this magic or die. If the target dies, the will-o'-wisp regains 10 (3d6) hit points.</text>
      </trait>
    <trait>
        <name>Ephemeral</name>
      <text>The will-o'-wisp can't wear or carry anything.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The will-o'-wisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Variable Illumination</name>
      <text>The will-o'-wisp sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The will-o'-wisp can alter the radius as a bonus action.</text>
      </trait>
    <action>
        <name>Shock</name>
      <text>Melee Spell Attack: +4 to hit, reach 5 ft., one creature. 9 (2d8) lightning damage.</text>
      <attack>Shock|+4|2d8</attack>
      </action>
    <action>
        <name>Invisibility</name>
      <text>The will-o'-wisp and its light magically become invisible until it attacks or uses its Consume Life, or until its concentration ends (as if concentrating on a spell).</text>
      </action>
    <description>Will-o'-wisps are malevolent, wispy balls of light that haunt lonely places and battlefields, bound by dark fate or dark magic to feed on fear and despair.
Hope and Doom. Will-o'-wisps look like bobbing lantern lights in the distance, although they can choose to alter their colors, or wink out completely. When they activate their lights, will-o'-wisps offer hope, hinting of safety to creatures that follow them.
Will-o'-wisps lure unwary creatures into quicksand pits, monster lairs, and other dangerous places so that they can feed on the suffering of their prey and revel in their death screams. An evil being that falls prey to a will-o'-wisp might become a wisp itself, its woeful spirit coalescing above its lifeless corpse like a flickering flame.
Consumed by Despair.  Will-o'-wisps are the souls of evil beings that perished in anguish or misery as they wandered forsaken lands permeated with powerful magic. They thrive in swampy bogs and bone-strewn battlefields where the oppressive weight of sorrow stoops even heavier than the low-hanging mist and fog. Trapped in these desolate places of lost hope and memory, will-o'-wisps lure other creatures toward dismal fates and feed on their misery.
Agents of Evil. Will-o'-wisps rarely speak, but when they do, their voices sound like faint or distant whispers. In the miserable domains they haunt, will-o'-wisps sometimes form symbiotic relationships with their wicked neighbors. Hags, oni, black dragons, and evil cultists work with will-o'-wisps to draw creatures into ambush. As their evil allies surround and slaughter creatures, the wisps hover above them, drinking the agony of a last breath and savoring the sensation as the light of life goes out in a creature's eyes.
Undead Nature. A will-o'-wisp doesn't require air, drink, or sleep.
Source: Monster Manual p. 301, Curse of Strahd, Hoard of the Dragon Queen, Princes of the Apocalypse, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Baldur's Gate: Descent Into Avernus, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Winged Kobold</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>7 (3d6-3)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>7</str>
    <dex>16</dex>
    <con>9</con>
    <int>8</int>
    <wis>7</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Draconic</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <action>
        <name>Dropped Rock</name>
      <text>Ranged Weapon Attack: +5 to hit, one target directly below the kobold. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Dropped Rock|+5|1d6+3</attack>
      </action>
    <description>Kobolds are craven reptilian humanoids that worship evil dragons as demigods and serve them as minions and toadies. Kobolds inhabit dragons' lairs when they can but more commonly infest dungeons, gathering treasures and trinkets to add to their own tiny hoards.
Strength in Numbers.  Kobolds are egg-laying creatures. They mature quickly and can live to be "great wyrms" more than a century old. However, many kobolds perish before they reach the end of their first decade. Physically weak, they are easy prey for predators. This vulnerability forces them to band together. Their superior numbers can win battles against powerful adversaries, but often with massive casualties on the kobold side.
Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels through which they move easily but which hinder larger humanoids. Kobolds also riddle their lairs with traps. The most insidious kobold traps make use of natural hazards and other creatures. A trip wire might connect to a spring-loaded trap that hurls clay pots of flesh-eating green slime or flings crates of venomous giant centipedes at intruders.
The Lost God. In addition to the dragons they revere, kobolds worship a lesser god named Kurtulmak. Legends speak of how Kurtulmak served as Tiamat's vassal in the Nine Hells until Garl Glittergold, the god of gnomes, stole a trinket from the Dragon Queen's hoard. Tiamat sent Kurtulmak to retrieve the trinket, but Garl Glittergold played a trick on him, collapsing the earth and trapping the kobold god in an underground maze for eternity. For this reason, kobolds hate gnomes and pranks of any kind. Kurtulmak's most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze.
Source: Monster Manual p. 195, Hoard of the Dragon Queen, Tomb of Annihilation, Ghosts of Saltmarsh</description>
    <environment>forest, swamp, hill, urban, desert, coastal, arctic, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Winter Wolf</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>14</con>
    <int>7</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +5, Stealth +3</skill>
    <passive>15</passive>
    <languages>Common, Giant, Winter Wolf</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Snow Camouflage</name>
      <text>The wolf has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+6|2d6+4</attack>
      </action>
    <action>
        <name>Cold Breath (Recharge 5-6)</name>
      <text>The wolf exhales a blast of freezing wind in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw, taking 18 (4d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 5-6)||4d8</attack>
      </action>
    <description>The arctic-dwelling winter wolf is as large as a dire wolf but has snow-white fur and pale blue eyes. Frost giants use these evil creatures as guards and hunting companions, putting the wolves' deadly breath weapon to use against their foes. Winter wolves communicate with one another using growls and barks, but they speak Common and Giant well enough to follow simple conversations.
Source: Monster Manual p. 340, Storm King's Thunder, Tales from the Yawning Portal, Tomb of Annihilation, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Wolf</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>12</con>
    <int>3</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The wolf has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+4|2d4+2</attack>
      </action>
    <description>
Source: Monster Manual p. 341, Curse of Strahd, Hoard of the Dragon Queen, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Storm King's Thunder, Ghosts of Saltmarsh, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Worg</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>26 (4d10+4)</hp>
    <speed>walk 50 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>13</con>
    <int>7</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Goblin, Worg</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <description>A worg is an evil predator that delights in hunting and devouring creatures weaker than itself. Cunning and malevolent, worgs roam across the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
Source: Monster Manual p. 341, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Eberron: Rising from the Last War, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Wraith</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 0 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>16</con>
    <int>12</int>
    <wis>14</wis>
    <cha>15</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The wraith can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the wraith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Life Drain</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 21 (4d8 + 3) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+6|4d8+3</attack>
      </action>
    <action>
        <name>Create Specter</name>
      <text>The wraith targets a humanoid within 10 feet of it that has been dead for no longer than 1 minute and died violently. The target's spirit rises as a specter in the space of its corpse or in the nearest unoccupied space. The specter is under the wraith's control. The wraith can have no more than seven specters under its control at one time.</text>
      </action>
    <description>A wraith is malice incarnate, concentrated into an incorporeal form that seeks to quench all life. The creature is suffused with negative energy, and its mere passage through the world leaves nearby plants blackened and withered. Animals flee from its presence. Even small fires can be extinguished by the sucking oblivion of the wraith's horrifying existence.
Vile Oblivion. When a mortal humanoid lives a debased life or enters into a fiendish pact, it consigns its soul to eternal damnation in the Lower Planes. However, sometimes the soul becomes so suffused with negative energy that it collapses in on itself and ceases to exist the instant before it can shuffle off to some horrible afterlife. When this occurs, the spirit becomes a soulless wraith-a malevolent void trapped on the plane where it died. Almost nothing of the wraith's former existence is preserved; in this new form, it exists only to annihilate other life.
Bereft of Body. A wraith can move through solid creatures and objects as easily as a mortal creature moves through fog.
A wraith might retain a few memories of its mortal life as shadowy echoes. However, even the strongest events and emotions become little more than faint impressions, fleeting as half-remembered dreams. A wraith might pause to stare at something that fascinated it in life, or it might curb its wrath in acknowledgment of a past friendship. Such moments come rarely, however, because most wraiths despise what they were as a reminder of what they have become.
Undead Commanders. A wraith can make an undead servant from the spirit of a humanoid creature that has recently suffered a violent death. Such a fragment of woe becomes a specter, spiteful of all that lives.
Wraiths sometimes rule the legions of the dead, plotting the doom of living creatures. When they emerge from their tombs to do battle, life and hope shrivel before them. Even if a wraith's armies are forced to retreat, the lands its forces occupied are so blasted and withered that those who live there often starve and die.
Undead Nature. A wraith doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 302, Curse of Strahd, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Explorer's Guide to Wildemount, Mythic Odysseys of Theros, Icewind Dale: Rime of the Frostmaiden, Tasha's Cauldron of Everything</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Wyvern</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>110 (13d10+39)</hp>
    <speed>walk 20 ft., fly 80 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>16</con>
    <int>5</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The wyvern makes two attacks: one with its bite and one with its stinger. While flying, it can use its claws in place of one other attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage.</text>
      <attack>Bite|+7|2d6+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws|+7|2d8+4</attack>
      </action>
    <action>
        <name>Stinger</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one creature. 11 (2d6 + 4) piercing damage. The target must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Stinger|+7|2d6+4</attack>
      <attack>Stinger||7d6</attack>
      </action>
    <description>Travelers in the wild sometimes look to the skies to see the dark-winged shape of a wyvern carrying its prey. These cousins to the great dragons hunt the same tangled forests and caverns as their kin. Their appearance sends ripples of alarm through the borderlands of civilization.
A wyvern has two scaly legs, leathery wings, and a sinewy tail topped with its most potent weapon: a poison stinger. The poison in a wyvern's stinger can kill a creature in seconds. Extremely potent, wyvern poison burns through its victim's bloodstream, disintegrating veins and arteries on its way to the heart. As deadly as wyverns can be, however, hunters and adventurers often track them to claim the venom, which is used in alchemical compounds and to coat weapons.
Aerial Hunters. A wyvern doesn't fight on the ground unless it can't reach its prey by any other means, or if it has been fooled into a position from which aerial combat isn't an option. If forced into a confrontation on the ground, a wyvern crouches low, keeping its stinger poised above its head as it hisses and growls.
Aggressive and Reckless. A wyvern intent on its prey backs down only if it sustains serious injury, or if its prey eludes it long enough for another easier potential meal to wander along. If it corners a fleeing creature in an enclosure too small to enter, a wyvern guards where the quarry hides, lashing with its stinger whenever opportunity allows.
Although they possess more cunning than ordinary beasts, wyverns lack the intelligence of their draconic cousins. As such, creatures that maintain their composure as a wyvern hunts them from the air can often elude or trick it. Wyverns follow a direct path to their prey, with no thought given to possible ambushes.
Tamed Wyverns. A wyvern can be tamed for use as a mount, but doing so presents a difficult and deadly challenge. Raising one as a hatchling offers the best results. However, a wyvern's violent temperament has cost the life of many a would-be master.
Source: Monster Manual p. 303, Hoard of the Dragon Queen, Princes of the Apocalypse, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Baldur's Gate: Descent Into Avernus</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Xorn</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>73 (7d8+42)</hp>
    <speed>walk 20 ft., burrow 20 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>22</con>
    <int>11</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +6, Stealth +3</skill>
    <passive>16</passive>
    <languages>Terran</languages>
    <cr>5</cr>
    <resist>piercing, slashing from nonmagical attacks that aren't adamantine</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Earth Glide</name>
      <text>The xorn can burrow through nonmagical, unworked earth and stone. While doing so, the xorn doesn't disturb the material it moves through.</text>
      </trait>
    <trait>
        <name>Stone Camouflage</name>
      <text>The xorn has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <trait>
        <name>Treasure Sense</name>
      <text>The xorn can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The xorn makes three claw attacks and one bite attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) piercing damage.</text>
      <attack>Bite|+6|3d6+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Claw|+6|1d6+3</attack>
      </action>
    <description>Bizarre creatures native to the Elemental Plane of Earth, xorn sniff out gemstones and precious metals, then tunnel through earth and rock to consume those treasures. On the Material Plane, xorn must range far and wide through the Underdark to sustain themselves, becoming aggressive toward miners and treasure hunters when the valuable minerals of their diet are scarce.
A xorn's unnatural origins are suggested by its unusually heavy body and the large, powerful mouth sitting atop its head. Its three long arms are each tipped with sharp talons, and its three large, stone-lidded eyes see in all directions.
Elemental Travelers. Possessed of the power of elemental earth, a xorn glides through stone and dirt as easily as a fish swims through water. It doesn't displace earth or stone when it moves, but merges with and flows through it, leaving no tunnel, hole, or hint of its passage.
Source: Monster Manual p. 304, Princes of the Apocalypse, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Yeti</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>51 (6d10+18)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>16</con>
    <int>8</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +3</skill>
    <passive>13</passive>
    <languages>Yeti</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fear of Fire</name>
      <text>If the yeti takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The yeti has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Snow Camouflage</name>
      <text>The yeti has advantage on Dexterity (Stealth) checks made to hide in snowy terrain.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yeti can use its Chilling Gaze and makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) cold damage.</text>
      <attack>Claw|+6|1d6+4</attack>
      </action>
    <action>
        <name>Chilling Gaze</name>
      <text>The yeti targets one creature it can see within 30 feet of it. If the target can see the yeti, the target must succeed on a DC 13 Constitution saving throw against this magic or take 10 (3d6) cold damage and then be paralyzed for 1 minute, unless it is immune to cold damage. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target's saving throw is successful, or if the effect ends on it, the target is immune to the Chilling Gaze of all yetis (but not abominable yetis) for 1 hour.</text>
      <attack>Chilling Gaze||3d6</attack>
      </action>
    <description>A yeti's windborne howl sounds out across remote mountains, striking fear into the hearts of the scattered miners and herders that dwell there. These hulking creatures stalk alpine peaks in a ceaseless hunt for food. Their snow-white fur lets them move like ghosts against the frozen landscape. A yeti's icy simian eyes can freeze its prey in place.
Keen Hunters. Folk of the high peaks travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow.
Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other yetis might catch the scent of blood and close in. The territorial yetis fight one another for the spoils of such battles, and yetis slain in the fight are also eaten, amid euphoric howls.
Terrifying Howlers. Before an avalanche, a blizzard, or a deadly frost, the yetis' howls sweep down the mountain slopes on the icy wind. Some people of the alpine peaks believe that the voices of loved ones killed in avalanches and blizzards sound out in the wails of the yetis, crying warnings of ill omen. More pragmatic folk attest that the yeti's howl is a reminder that, despite the great accomplishments of civilization, the civilized become the hunted in nature's untamed domain.
Brutal Rampagers. When mountain herds are abundant, yetis stay clear of humanoid realms. Driven by hunger, they attack humanoid settlements in waves, breaking down gates and stockade walls that once might have daunted them, then devouring the creatures within.
Devious mountain folk sometimes use the yetis as unwitting weapons. A warlord might lay down slaughtered sheep or goats to draw yetis into an enemy's camp, sowing chaos and thinning the ranks before battle. Mountain clan chiefs, wanting to expand their territory, overhunt local game to diminish the yetis' food supplies, inspiring attacks on humanoid settlements that are swiftly annexed in the aftermath.
Abominable Yetis. An abominable yeti is larger than a normal yeti, standing three times as tall as a human. It typically lives and hunts alone, though a pair of abominable yetis might live together long enough to raise young. These towering yetis are highly territorial and savage, attacking and devouring any warm-blooded creatures they encounter, then scattering the bones across the ice and snow.
Source: Monster Manual p. 305, Storm King's Thunder, Tales from the Yawning Portal, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Yochlol</name>
    <size>M</size>
    <type>fiend (demon, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>136 (16d8+64)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>18</con>
    <int>13</int>
    <wis>15</wis>
    <cha>15</cha>
    <save>Dex +6, Int +5, Wis +6, Cha +6</save>
    <skill>Deception +10, Insight +6</skill>
    <passive>12</passive>
    <languages>Abyssal, Elvish, Undercommon</languages>
    <cr>10</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yochlol can use its action to polymorph into a form that resembles a female drow or giant spider, 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.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yochlol has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The yochlol can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The yochlol ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yochlol makes two melee attacks.</text>
      </action>
    <action>
        <name>Slam (Bite in Spider Form)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft. (10 feet in demon form), one target. 5 (1d6 + 2) bludgeoning (piercing in spider form) damage plus 21 (6d6) poison damage.</text>
      <attack>Slam (Bite in Spider Form)|+6|1d6+2</attack>
      </action>
    <action>
        <name>Mist Form</name>
      <text>The yochlol transforms into toxic mist or reverts to its true form. Any equipment it is wearing or carrying is also transformed. It reverts to its true form if it dies.</text>
      <text>While in mist form, the yochlol is incapacitated and can't speak. It has a flying speed of 30 feet, can hover, and can pass through any space that isn't airtight. It has advantage on Strength, Dexterity, and Constitution saving throws, and it is immune to nonmagical damage.</text>
      <text>While in mist form, the yochlol can enter a creature's space and stop there. Each time that creature starts its turn with the yochlol in its space, the creature must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn. While poisoned in this way, the target is incapacitated.</text>
      </action>
    <action>
        <name>Variant: Summon Demon (1/Day)</name>
      <text>The demon chooses what to summon and attempts a magical summoning.</text>
      <text>A yochlol has a 50 chance of summoning one yochlol.</text>
      <text>A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The yochlol's spellcasting ability is Charisma (spell save DC 14). The yochlol can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect thoughts, web</text>
      <text>1/day: dominate person</text>
      </trait>
    <spells>detect thoughts, web, dominate person</spells>
    <description>Spawn of Chaos. The Abyss creates demons as extensions of itself, spontaneously forming fiends out of filth and carnage. Some are unique monstrosities, while others represent uniform strains virtually identical to each other. Other demons (such as manes) are created from mortal souls shunned or cursed by the gods, or which are otherwise trapped in the Abyss.
Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon's status grows with the blood it spills; the more enemies that fall before it, the greater it becomes.
A demon might spawn as a manes, then become a dretch, and eventually transform to a vrock after untold time spent fighting and surviving in the Abyss. Such elevations are rare, however, for most demons are destroyed before they attain significant power. The greatest of those that do survive make up the ranks of the demon lords that threaten to tear the Abyss apart with their endless warring.
By expending considerable magical power, demon lords can raise lesser demons into greater forms, though such promotions never stem from a demon's deeds or accomplishments. Rather, a demon lord might warp a manes into a quasit when it needs an invisible spy, or turn an army of dretches into hezrous when marching against a rival lord. Demon lords only rarely elevate demons to the highest ranks, fearful of inadvertently creating rivals to their own power.
Abyssal Invasions. Wherever they wander across the Abyss, demons search for portals to the other planes. They crave the chance to slip free of their native realm and spread their dark influence across the multiverse, undoing the works of the gods, tearing down civilizations, and reducing the cosmos to despair and ruin.
Some of the darkest legends of the mortal realm are built around the destruction wrought by demons set loose in the world. As such, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free.
Signs of Corruption. Demons carry the stain of abyssal corruption with them, and their mere presence changes the world for the worse. Plants wither and die in areas where abyssal breaches and demons appear. Animals shun the sites where a demon has made a kill. The site of a demonic infestation might be fouled by a stench that never abates, by areas of bitter cold or burning heat, or by permanent shadows that mark the places where these fiends lingered.
Eternal Evil. Outside the Abyss, death is a minor nuisance that no demon fears. Mundane weapons can't stop these fiends, and many demons are resistant to the energy of the most potent spells. When a lucky hero manages to drop a demon in combat, the fiend dissolves into foul ichor. It then instantly reforms in the Abyss, its mind and essence intact even as its hatred is inflamed.
The only way to truly destroy a demon is to seek it in the Abyss and kill it there.
Protected Essence. A powerful demon can take steps to safeguard its life essence, using secret methods and abyssal metals to create an amulet into which part of that essence is ceded. If the demon's abyssal form is ever destroyed, the amulet allows the fiend to reform at a time and place of its choosing.
Obtaining a demonic amulet is a dangerous enterprise, and simply seeking such a device risks drawing the attention of the demon that created it. A creature possessing a demonic amulet can exact favors from the demon whose life essence the amulet holds—or inflict great pain if the fiend resists. If an amulet is destroyed, the demon that created it is trapped in the Abyss for a year and a day.
Demonic Cults. Despite the dark risks involved in dealing with fiends, the mortal realm is filled with creatures that covet demonic power. Demon lords manipulate these mortal servants into performing ever greater acts of depravity, furthering the demon lord's ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then discard at its whim, consigning their mortal souls to the Abyss.
Demon Summoning. Few acts are as dangerous as summoning a demon, and even mages who bargain freely with devils fear the fiends of the Abyss. Though demons yearn to sow chaos on the Material Plane, they show no gratitude when brought there, raging against their prisons and demanding release.
Those who would risk summoning a demon might do so to wrest information from it, press it into service, or send it on a mission that only a creature of absolute evil can complete. Preparation is key, and experienced summoners know the specific spells and magic items that can force a demon to bend to another's will. If a single mistake is made, a demon that breaks free shows no mercy as it makes its summoner the first victim of its wrath.
Bound Demons. The Book of Vile Darkness, the Black Scrolls of Ahm, and the Demonomicon of Iggwilv are the foremost authorities on demonic matters. These ancient tomes describe techniques that can trap the essence of a demon on the Material Plane, placing it within a weapon, idol, or piece of jewelry and preventing the fiend's return to the Abyss.
An object that binds a demon must be specially prepared with unholy incantations and innocent blood. It radiates a palpable evil, chilling and fouling the air around it. A creature that handles such an object experiences unsettling dreams and wicked impulses, but is able to control the demon whose essence is trapped within the object. Destroying the object frees the demon, which immediately seeks revenge against its binder.
Demonic Possession. No matter how secure its bindings, a powerful demon often finds a way to escape an object that holds it. When a demonic essence emerges from its container, it can possess a mortal host. Sometimes a fiend employs stealth to hide a successful possession. Other times, it unleashes the full brunt of its fiendish drives through its new form.
As long as the demon remains in possession of its host, the soul of that host is in danger of being dragged to the Abyss with the demon if it is exorcised from the flesh, or if the host dies. If a demon possesses a creature and the object binding the demon is destroyed, the possession lasts until powerful magic is used to drive the demonic spirit out of its host.
Demon Lords
The chaotic power of the Abyss rewards demons of particular ruthlessness and ingenuity with a dark blessing, transforming them into unique fiends whose power can rival the gods. These demon lords rule through cunning or brute force, hoping to one day claim the prize of absolute control over all the Abyss.
Reward for Outsiders. Although most demon lords rise up from the vast and uncountable mobs of demons rampaging across the Abyss, the plane also rewards outsiders that conquer any of its infinite layers. The elven goddess Lolth became a demon lord after Corellon Larethian cast her into the Abyss for betraying elvenkind. Sages claim that the Dark Prince Graz'zt originated on some other plane before stealing his abyssal title from another long-forgotten demon lord.
Power and Control. The greatest sign of a demon lord's power is its ability to reshape an abyssal realm. A layer of the Abyss controlled by a demon lord becomes a twisted reflection of that fiend's vile personality, and demon lords seldom leave their realms for fear of allowing another creature to reshape and seize it.
As with other demons, a demon lord that dies on another plane has its essence return to the Abyss, where it reforms into a new body. Likewise, a demon lord that dies in the Abyss is permanently destroyed. Most demon lords keep a portion of their essence safely stored away to prevent such a fate.
Baphomet. The demon lord Baphomet, also known as the Horned King and the Prince of Beasts, rules over minotaurs and other savage creatures. If he had his way, civilization would crumble and all races would embrace their base animal savagery.
The Prince of Beasts appears as a huge, black-furred minotaur with iron horns, red eyes, and a blood-soaked mouth. His iron crown is topped with the rotting heads of his enemies, while his dark armor is set with spikes and skull-like serrations. He carries a huge glaive named Heartcleaver, but often hurls it into the fray so as to face his enemies with horns and hooves.
Demogorgon. The Sibilant Beast and the self-styled Prince of Demons, Demogorgon yearns for nothing less than undoing the order of the multiverse. An insane assemblage of features and drives, the Prince of Demons inspires fear and hatred among other demons and demon lords.
Demogorgon towers three times the height of a human, his body as sinuous as a snake's and as powerful as a great ape's. Suckered tentacles take the place of his arms. His saurian lower torso ends in webbed and clawed feet, and a forked tail whose whip-like tips are armed with cruel blades. The Prince of Demons has two baleful baboon heads, both of them mad. It is only the conflict between the two halves of his dual nature that keeps the demon lord's ambitions in check.
Graz'zt. The demon lord Graz'zt appears as a darkly handsome figure nearly nine feet tall. Those who refer to the Dark Prince as the most humanoid of the demon lords vastly underestimate the capacity for evil in his scheming heart.
Graz'zt is a striking physical specimen, whose demonic nature shows in his ebon skin, pointed ears, yellow fangs, crown of horns, and six-fingered hands. He delights in finery, pageantry, and sating his decadent desires with subjects and consorts alike, among whom incubi and succubi are often his favorites.
Juiblex. The demon lord of slimes and oozes, Juiblex is a stew of noxious fluids that lurks in the abyssal depths. The wretched Faceless Lord cares nothing for cultists or mortal servants, and its sole desire is to turn all creatures into formless copies of its horrid self.
In its resting state, Juiblex spreads out in a noxious mass, bubbling and filling the air with a profound stench. On the rare occasions when creatures confront the demon lord, Juiblex draws itself up into a shuddering cone of slime striated with veins of black and green. Baleful red eyes swim within its gelatinous body, while dripping pseudopods of ooze lash out hungrily at any creature they can reach.
Lolth. The Demon Queen of Spiders is the evil matron of the drow. Her every thought is touched by malice, and the depth of her viciousness can surprise even her most faithful priestesses. She directs her faithful while she weaves plots across the worlds of the Material Plane, looking forward to the time when her drow followers bring those worlds under her control.
Lolth appears as a lithe, imperious drow matriarch when she manifests to her followers in the mortal realm, which she does with unusual frequency. When battle breaks out-or if she has a reason to remind her followers to fear her—Lolth's lower body transforms into that of a huge demonic spider, whose spike—tipped legs and mandibles tear foes apart.
Orcus. Known as the Demon Prince of Undeath and the Blood Lord, the demon lord Orcus is worshiped by the undead and by living creatures that channel the power of undeath. A brooding and nihilistic entity, Orcus yearns to make the multiverse a place of death and darkness, forever unchanging except by his will.
The Demon Prince of Undeath is a foul and corpulent creature, with a humanoid torso, powerful goat legs, and the desiccated head of a ram. His sore-ridden body stinks of disease, but his decaying head and glowing red eyes are as a creature already dead. Great black bat wings sprout from his back, stirring reeking air as he moves.
Orcus wields a malevolent artifact known as the Wand of Orcus, a mace-like rod of obsidian topped by a humanoid skull. He surrounds himself with undead, and living creatures not under his control are anathema to him.
Yeenoghu. Known as the Gnoll Lord and the Beast of Butchery, the demon lord Yeenoghu hungers for slaughter and senseless destruction. Gnolls are his mortal instruments, and he drives them to ever-greater atrocities in his name. Delighting in sorrow and hopelessness, the Gnoll Lord yearns to turn the world into a wasteland in which the last surviving gnolls tear each other apart for the right to feast upon the dead.
Yeenoghu appears as a huge, scarred gnoll with a spiky crest of black spines, and eyes that burn with emerald flame. His armor is a patchwork of shields and breastplates claimed from fallen foes, and decorated by those foes' flayed skins. Yeenoghu can summon a triple flail he calls the Butcher, which he wields to deadly effect or wills to fly independently into battle as he tears foes apart with teeth and claws.
Other Demon Lords. No one knows the full number of demon lords that rage in the Abyss. Given the infinite depths of that plane, powerful demons constantly rise to become demon lords, then fall almost as quickly. Among the demon lords whose power has endured long enough for demonologists to name them are Fraz-Urb'luu, the Prince of Deception; Kostchtchie, the Prince of Wrath; Pazuzu, Prince of the Lower Aerial Kingdoms; and Zuggtmoy, Lady of Fungi.
Demon Types. Demonologists organize the chaotic distribution of demons into broad categories of power known as types. Most demons fit into one of six major types, with the weakest categorized as Type 1 and the strongest as Type 6. Demons outside the six main types are categorized as minor demons and demon lords.
Demons by Type
Type | Examples
1 | barlgura, shadow demon, vrock
2 | chasme, hezrou
3 | glabrezu, yochlol
4 | nalfeshnee
5 | marilith
6 | balor, goristro

Demon True Names. 
------
Though demons all have common names, every demon lord and every demon of type 1 through 6 has a true name that it keeps secret. A demon can be forced to disclose its true name if charmed, and ancient scrolls and tomes are said to exist that list the true names of the most powerful demons.
A mortal who learns a demon's true name can use powerful summoning magic to call the demon from the Abyss and exercise some measure of control over it. However, most demons brought to the Material Plane in this manner do everything in their power to wreak havoc or sow discord and strife.
------
Variant: Demon Summoning. 
------
Some demons can have an action option that allows them to summon other demons. Summon Demon (1/Day). The demon chooses what to summon and attempts a magical summoning.
• A balor has a 50 percent chance of summoning 1d8 vrocks, 1d6 hezrous, 1d4 glabrezus, 1d3 nalfeshnees, 1d2 mariliths, or one goristro.
• A barlgura has a 30 percent chance of summoning one barlgura.
• A chasme has a 30 percent chance of summoning one chasme.
• A glabrezu has a 30 percent chance of summoning 1d3 vrocks, 1d2 hezrous, or one glabrezu.
• A hezrou has a 30 percent chance of summoning 2d6 dretches or one hezrou.
• A marilith has a 50 percent chance of summoning 1d6 vrocks, 1d4 hezrous, 1d3 glabrezus, 1d2 nalfeshnees, or one marilith.
• A nalfeshnee has a 50 percent chance of summoning 1d4 vrocks, 1d3 hezrous, 1d2 glabrezus, or one nalfeshnee.
• A vrock has a 30 percent chance of summoning 2d4 dretches or one vrock.
• A yochlol has a 50 percent chance of summoning one yochlol.
A summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.
------
Source: Monster Manual p. 65, Waterdeep: Dungeon of the Mad Mage, Explorer's Guide to Wildemount</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Young Black Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>17</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +5, Con +6, Wis +3, Cha +5</save>
    <skill>Perception +6, Stealth +5</skill>
    <passive>16</passive>
    <languages>Common, Draconic</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 4 (1d8) acid damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The dragon exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 49 (11d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||11d8</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 88, Rise of Tiamat, Tales from the Yawning Portal, Ghosts of Saltmarsh, Baldur's Gate: Descent Into Avernus</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Young Blue Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>152 (16d10+64)</hp>
    <speed>walk 40 ft., burrow 40 ft., fly 80 ft.</speed>
    <str>21</str>
    <dex>10</dex>
    <con>19</con>
    <int>14</int>
    <wis>13</wis>
    <cha>17</cha>
    <save>Dex +4, Con +8, Wis +5, Cha +7</save>
    <skill>Perception +9, Stealth +4</skill>
    <passive>19</passive>
    <languages>Common, Draconic</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage plus 5 (1d10) lightning damage.</text>
      <attack>Bite|+9|2d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claw|+9|2d6+5</attack>
      </action>
    <action>
        <name>Lightning Breath (Recharge 5-6)</name>
      <text>The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 16 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Breath (Recharge 5-6)||10d10</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 91, Curse of Strahd, Rise of Tiamat, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, Mythic Odysseys of Theros</description>
    <environment>desert, coastal</environment>
    </monster>
  <monster>
      <name>Young Brass Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>110 (13d10+39)</hp>
    <speed>walk 40 ft., burrow 20 ft., fly 80 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>12</int>
    <wis>11</wis>
    <cha>15</cha>
    <save>Dex +3, Con +6, Wis +3, Cha +5</save>
    <skill>Perception +6, Persuasion +5, Stealth +3</skill>
    <passive>16</passive>
    <languages>Common, Draconic</languages>
    <cr>6</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 42 (12d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||12d6</attack>
      <text>• Sleep Breath. The dragon exhales sleep gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw or fall unconscious for 5 minutes. This effect ends for a creature if the creature takes damage or someone uses an action to wake it.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 105, Storm King's Thunder</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Young Bronze Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>142 (15d10+60)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>21</str>
    <dex>10</dex>
    <con>19</con>
    <int>14</int>
    <wis>13</wis>
    <cha>17</cha>
    <save>Dex +3, Con +7, Wis +4, Cha +6</save>
    <skill>Insight +4, Perception +7, Stealth +3</skill>
    <passive>17</passive>
    <languages>Common, Draconic</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) piercing damage.</text>
      <attack>Bite|+8|2d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Claw|+8|2d6+5</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Lightning Breath. The dragon exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 55 (10d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||10d10</attack>
      <text>• Repulsion Breath. The dragon exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC 15 Strength saving throw. On a failed save, the creature is pushed 40 feet away from the dragon.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 108, Waterdeep: Dragon Heist, Ghosts of Saltmarsh</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Young Copper Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>119 (14d10+42)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>19</str>
    <dex>12</dex>
    <con>17</con>
    <int>16</int>
    <wis>13</wis>
    <cha>15</cha>
    <save>Dex +4, Con +6, Wis +4, Cha +5</save>
    <skill>Deception +5, Perception +7, Stealth +4</skill>
    <passive>17</passive>
    <languages>Common, Draconic</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Acid Breath. The dragon exhales acid in a 40-foot line that is 5 feet wide. Each creature in that line must make a DC 14 Dexterity saving throw, taking 40 (9d8) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||9d8</attack>
      <text>• Slowing Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 14 Constitution saving throw. On a failed save, the creature can't use reactions, its speed is halved, and it can't make more than one attack on its turn. In addition, the creature can use either an action or a bonus action on its turn, but not both. These effects last for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 112, Storm King's Thunder</description>
    <environment>hill</environment>
    </monster>
  <monster>
      <name>Young Gold Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>23</str>
    <dex>14</dex>
    <con>21</con>
    <int>16</int>
    <wis>13</wis>
    <cha>20</cha>
    <save>Dex +6, Con +9, Wis +5, Cha +9</save>
    <skill>Insight +5, Perception +9, Persuasion +9, Stealth +6</skill>
    <passive>19</passive>
    <languages>Common, Draconic</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage.</text>
      <attack>Bite|+10|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+10|2d6+6</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Fire Breath. The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 55 (10d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||10d10</attack>
      <text>• Weakening Breath. The dragon exhales gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Strength saving throw or have disadvantage on Strength-based attack rolls, Strength checks, and Strength saving throws for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 115</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Young Green Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 40 ft., fly 80 ft., swim 40 ft.</speed>
    <str>19</str>
    <dex>12</dex>
    <con>17</con>
    <int>16</int>
    <wis>13</wis>
    <cha>15</cha>
    <save>Dex +4, Con +6, Wis +4, Cha +5</save>
    <skill>Deception +5, Perception +7, Stealth +4</skill>
    <passive>17</passive>
    <languages>Common, Draconic</languages>
    <cr>8</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The dragon can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Poison Breath (Recharge 5-6)</name>
      <text>The dragon exhales poisonous gas in a 30-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Poison Breath (Recharge 5-6)||12d6</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 94, Rise of Tiamat, Storm King's Thunder, Waterdeep: Dungeon of the Mad Mage, Baldur's Gate: Descent Into Avernus, The Lost Dungeon of Rickedness: Big Rick Energy</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Young Red Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>21</con>
    <int>14</int>
    <wis>11</wis>
    <cha>19</cha>
    <save>Dex +4, Con +9, Wis +4, Cha +8</save>
    <skill>Perception +8, Stealth +4</skill>
    <passive>18</passive>
    <languages>Common, Draconic</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) fire damage.</text>
      <attack>Bite|+10|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+10|2d6+6</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dragon exhales fire in a 30-foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 56 (16d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||16d6</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 98, Princes of the Apocalypse, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Young Red Shadow Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>21</con>
    <int>14</int>
    <wis>11</wis>
    <cha>19</cha>
    <save>Dex +5, Con +10, Wis +5, Cha +9</save>
    <skill>Perception +10, Stealth +10</skill>
    <passive>18</passive>
    <languages>Common, Draconic</languages>
    <cr>13</cr>
    <resist>necrotic</resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Living Shadow</name>
      <text>While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the dragon can take the Hide action as a bonus action.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage plus 3 (1d6) necrotic damage.</text>
      <attack>Bite|+10|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+10|2d6+6</attack>
      </action>
    <action>
        <name>Shadow Breath (Recharge 5-6)</name>
      <text>The dragon exhales shadowy fire in a 30-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 56 (16d6) necrotic damage on a failed save, or half as much damage on a successful one. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.</text>
      <attack>Shadow Breath (Recharge 5-6)||16d6</attack>
      </action>
    <description>Shadow dragons are true dragons that were either born in the Shadowfell or transformed by years spent within its dismal confines. Some shadow dragons embrace the Shadowfell for its bleak landscapes and desolation. Others seek to return to the Material Plane, hungry to spread the darkness and evil of the Plane of Shadow.
Dark Portals. Portals to the Shadowfell manifest in forlorn places and the deep gloom of subterranean caverns. The dragons that lair in such places often discover these portals and find themselves transported to a new realm. Ancient dragons that sleep in their lairs for months or years at a time might find themselves spirited away, never knowing that a portal has formed without their knowledge as they dream.
Recast in Shadow. The transformation to a shadow dragon happens over a period of years, during which time a dragon's scales lose their luster and fade to a charcoal hue. Its leathery wings become translucent, its eyes paling to pools of opalescent gray. Shadow dragons find sunlight abhorrent, and they are weaker in bright light than they are in darkness. Darkness makes the dragon fade to a spectral shadow of its former self. The magical nature of dragons holds an attraction for the Shadowfell, which seems somehow to crave the might and majesty of these great reptiles. The Shadowfell also has a dispiriting effect on its denizens, such that the longer a creature remains on the plane, the more it accepts the plane's malaise. As months and years pass for a dragon on the Shadowfell, it becomes aware of the transformation being wrought upon it, and yet can do nothing to prevent it.
Back in the World. A shadow dragon is so suffused with the power of the Shadowfell that even a return to the Material Plane can't undo its transformation. Some shadow dragons attempt to lure other creatures from the mortal realm back to the Shadowfell to keep them company, at least until they tire of their guests and devour them. Others are happy to leave the Shadowfell behind forever, understanding that treasure and power are easier to come by in the Material Plane.
Damage Resistances. The dragon has resistance to necrotic damage.
Skill Proficiency: Stealth. The dragon's proficiency bonus is doubled for its Dexterity (Stealth) checks.
Living Shadow. While in dim light or darkness, the dragon has resistance to damage that isn't force, psychic, or radiant.
Shadow Stealth. While in dim light or darkness, the dragon can take the Hide action as a bonus action.
Sunlight Sensitivity. While in sunlight, the dragon has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
New Action: Bite. If the dragon deals acid, cold, fire, lightning, or poison damage with its bite, change that damage type to necrotic.
New Action: Shadow Breath. Any damage-dealing breath weapon possessed by the dragon deals necrotic damage instead of its original damage type. A humanoid reduced to 0 hit points by this damage dies, and an undead shadow rises from its corpse and acts immediately after the dragon in the initiative count. The shadow is under the dragon's control.
Source: Monster Manual p. 85</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Young Remorhaz</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>93 (11d10+33)</hp>
    <speed>walk 30 ft., burrow 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>17</con>
    <int>3</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune>cold, fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the remorhaz or hits it with a melee attack while within 5 feet of it takes 7 (2d6) fire damage.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 20 (3d10 + 4) piercing damage plus 7 (2d6) fire damage.</text>
      <attack>Bite|+6|3d10+4</attack>
      </action>
    <description>From beneath the snow and ice bursts a remorhaz in a cloud of steam, its body pulsing with internal fire. Wing like fins flare from the back of the creature's head, and its wide mouth brims with jagged teeth.
Arctic Predators. Remorhazes live in arctic climes, preying on elk, polar bears, and other creatures sharing their territory. They can't tolerate warm weather, having adapted to the cold by generating a furnace-like heat within their bodies. When hunting, a remorhaz burrows deep below the snow and ice and lies in wait for the faint vibrations created by a creature moving above it. While hidden under the ice and snow, it can lower its body temperature so that it doesn't melt its cover.
Young Ones. Frost giant hunters scour the icy wastes for remorhaz nests and eggs. The giants prize young remorhazes, which can be trained from hatching to obey commands and guard the giants' icy citadels. Unlike fully grown specimens, young remorhazes gnaw on their victims instead of swallowing them whole.
Source: Monster Manual p. 258, Storm King's Thunder, Explorer's Guide to Wildemount, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Young Silver Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (natural armor)</ac>
    <hp>168 (16d10+80)</hp>
    <speed>walk 40 ft., fly 80 ft.</speed>
    <str>23</str>
    <dex>10</dex>
    <con>21</con>
    <int>14</int>
    <wis>11</wis>
    <cha>19</cha>
    <save>Dex +4, Con +9, Wis +4, Cha +8</save>
    <skill>Arcana +6, History +6, Perception +8, Stealth +4</skill>
    <passive>18</passive>
    <languages>Common, Draconic</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 17 (2d10 + 6) piercing damage.</text>
      <attack>Bite|+10|2d10+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw|+10|2d6+6</attack>
      </action>
    <action>
        <name>Breath Weapons (Recharge 5-6)</name>
      <text>The dragon uses one of the following breath weapons.</text>
      <text>• Cold Breath. The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 54 (12d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapons (Recharge 5-6)||12d8</attack>
      <text>• Paralyzing Breath. The dragon exhales paralyzing gas in a 30-foot cone. Each creature in that area must succeed on a DC 17 Constitution saving throw or be paralyzed for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 118, Storm King's Thunder</description>
    <environment>mountain, urban</environment>
    </monster>
  <monster>
      <name>Young White Dragon</name>
    <size>L</size>
    <type>dragon</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>133 (14d10+56)</hp>
    <speed>walk 40 ft., burrow 20 ft., fly 80 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>18</con>
    <int>6</int>
    <wis>11</wis>
    <cha>12</cha>
    <save>Dex +3, Con +7, Wis +3, Cha +4</save>
    <skill>Perception +6, Stealth +3</skill>
    <passive>16</passive>
    <languages>Common, Draconic</languages>
    <cr>6</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Ice Walk</name>
      <text>The dragon can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost it extra movement.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dragon makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 15 (2d10 + 4) piercing damage plus 4 (1d8) cold damage.</text>
      <attack>Bite|+7|2d10+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Claw|+7|2d6+4</attack>
      </action>
    <action>
        <name>Cold Breath (Recharge 5-6)</name>
      <text>The dragon exhales an icy blast in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw, taking 45 (10d8) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Cold Breath (Recharge 5-6)||10d8</attack>
      </action>
    <description>True dragons are winged reptiles of ancient lineage and fearsome power. They are known and feared for their predatory cunning and greed, with the oldest dragons accounted as some of the most powerful creatures in the world. Dragons are also magical creatures whose innate power fuels their dreaded breath weapons and other preternatural abilities.
Many creatures, including wyverns and dragon turtles, have draconic blood. However, true dragons fall into the two broad categories of chromatic and metallic dragons. The black, blue, green, red, and white dragons are selfish, evil, and feared by all. The brass, bronze, copper, gold, and silver dragons are noble, good, and highly respected by the wise.
Though their goals and ideals vary tremendously, all true dragons covet wealth, hoarding mounds of coins and gathering gems, jewels, and magic items. Dragons with large hoards are loath to leave them for long, venturing out of their lairs only to patrol or feed.
True dragons pass through four distinct stages of life, from lowly wyrmlings to ancient dragons, which can live for over a thousand years. In that time, their might can become unrivaled and their hoards can grow beyond price.
Dragon Age Categories
Category | Size | Age Range
Wyrmling | Medium | 5 years or less
Young | Large | 6–100 years
Adult | Huge | 101–800 years
Ancient | Gargantuan | 801 years or more

Source: Monster Manual p. 101, Rise of Tiamat, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Yuan-ti Abomination</name>
    <size>L</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>17</con>
    <int>17</int>
    <wis>15</wis>
    <cha>18</cha>
    <save></save>
    <skill>Perception +5, Stealth +6</skill>
    <passive>15</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Large snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack (Abomination Form Only)</name>
      <text>The yuan-ti makes two ranged attacks or three melee attacks, but can use its bite and constrict attacks only once each.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+7|1d6+4</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.</text>
      <attack>Constrict|+7|2d6+4</attack>
      </action>
    <action>
        <name>Scimitar (Abomination Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Scimitar (Abomination Form Only)|+7|2d6+4</attack>
      </action>
    <action>
        <name>Longbow (Abomination Form Only)</name>
      <text>Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 12 (2d8 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Longbow (Abomination Form Only)|+6|2d8+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Abomination Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 15). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>1/day: fear</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, fear, suggestion</spells>
    <description>Monstrous serpents with burly humanoid torsos and arms, abominations form the highest caste of yuan-ti society, and they most closely resemble the race as the serpent gods intended it. They mastermind elaborate schemes and perform dark rites in the hope of one day ruling the world.
Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Forsaken Humanity.  The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.
Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.
Serpent Kings of Fallen Empires.  The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart.  Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as unexploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
False Worship.  Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.
Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night Serpent.  Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit.  Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death.  Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.
Source: Monster Manual p. 308, Rise of Tiamat, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Malison (Type 1)</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Malison Type</name>
      <text>The yuan-ti has one of the following types:</text>
      <text>• Type 1: Human body with snake head</text>
      <text>• Type 2: Human head and body with snakes for arms</text>
      <text>• Type 3: Human head and upper body with a serpentine lower body instead of legs</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two ranged attacks or two melee attacks, but can use its bite only once.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow (Yuan-ti Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Longbow (Yuan-ti Form Only)|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, suggestion</spells>
    <description>A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.
Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Forsaken Humanity.  The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.
Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.
Serpent Kings of Fallen Empires.  The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart.  Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
False Worship.  Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.
Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night Serpent.  Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit.  Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death.  Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.
Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Malison (Type 2)</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Malison Type</name>
      <text>The yuan-ti has one of the following types:</text>
      <text>• Type 1: Human body with snake head</text>
      <text>• Type 2: Human head and body with snakes for arms</text>
      <text>• Type 3: Human head and upper body with a serpentine lower body instead of legs</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two bite attacks using its snake arms.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, suggestion</spells>
    <description>A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.
Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Forsaken Humanity.  The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.
Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.
Serpent Kings of Fallen Empires.  The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart.  Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
False Worship.  Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.
Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night Serpent.  Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit.  Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death.  Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.
Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Malison (Type 3)</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Malison Type</name>
      <text>The yuan-ti has one of the following types:</text>
      <text>• Type 1: Human body with snake head</text>
      <text>• Type 2: Human head and body with snakes for arms</text>
      <text>• Type 3: Human head and upper body with a serpentine lower body instead of legs</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two ranged attacks or two melee attacks, but can constrict only once.</text>
      </action>
    <action>
        <name>Bite (Snake Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite (Snake Form Only)|+5|1d4+3</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.</text>
      <attack>Constrict|+5|2d6+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow (Yuan-ti Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow (Yuan-ti Form Only)|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, suggestion</spells>
    <description>A malison is a hideous blend of human and serpentine features. Three different types of malisons are known to exist, and other types are possible. Malisons form the middle caste of yuan-ti society and hunt with arrows tipped with their own venom. They use their magical powers of suggestion to force their enemies' surrender.
Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Forsaken Humanity.  The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.
Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.
Serpent Kings of Fallen Empires.  The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart.  Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
False Worship.  Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.
Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night Serpent.  Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit.  Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death.  Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.
Source: Monster Manual p. 309, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Pureblood</name>
    <size>M</size>
    <type>humanoid (yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>11</con>
    <int>13</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +6, Perception +3, Stealth +3</skill>
    <passive>13</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yuan-ti makes two melee attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
      <attack>Scimitar|+3|1d6+1</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 4 (1d6 + 1) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Shortbow|+3|1d6+1</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The yuan-ti's spellcasting ability is Charisma (spell save DC 12). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day each: poison spray, suggestion</text>
      </trait>
    <spells>animal friendship, poison spray, suggestion</spells>
    <description>Purebloods form the lowest caste of yuan-ti society. They closely resemble humans, yet a pureblood can't pass for human under close scrutiny because there's always some hint of its true nature, such as scaly patches of skin, serpentine eyes, pointed teeth, or a forked tongue. Wearing cloaks and cowls, they masquerade as humans and infiltrate civilized lands to gather information, kidnap prisoners for interrogation and sacrifice, and trade with anyone who has something that can further their myriad plots.
Yuan-ti. Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Forsaken Humanity.  The yuan-ti were once humans who thrived in the earliest days of civilization and worshiped serpents as totem animals. They lauded the serpent's sinuous flexibility, its calculated poise, and its deadly strike. Their advanced philosophy taught the virtue of detachment from emotion and of clear, focused thought.
Yuan-ti culture was among the richest in the mortal world. Their warriors were legendary, their empires always expanding. Yuan-ti temples stood at the centers of ancient metropolises, reaching ever higher in prayer to the gods they longed to emulate. In time, the serpent gods heard those prayers, their sibilant voices responding from the darkness as they told the yuan-ti what they must do. The yuan-ti religion grew more fanatical in its devotion. Cults bound themselves to the worship of the serpent gods and imitated their ways, indulging in cannibalism and humanoid sacrifice. Through foul sorcery, the yuan-ti bred with snakes, utterly sacrificing their humanity to become like the serpent gods in form, as well as in thought and emotion.
Yuan-ti know that the world they hope to rule can't be bound for long by brute force, and that many creatures will refuse to serve. As a result, yuan-ti first influence other creatures with the promise of wealth and power. Time and again, humanoid cultures make the fatal mistake of trusting the yuan-ti. They forget that a yuan-ti that acts honorably or lends aid in a time of trouble does so only as part of a grander design.
Yuan-ti leaders are cunning and ruthless tacticians who readily sacrifice lesser yuan-ti if potential victory justifies such losses. They have no sense of honorable combat and strike first in decisive ambush if they can.
Serpent Kings of Fallen Empires.  The yuan-ti view their physical transformation as a transcendent moment for their race, allowing them to shed their frail humanity like dead skin. Those that did not transform eventually became slaves or food for the blessed of the serpent gods. The yuan-ti empires withered or were defeated by those who fought against their cannibalism and slavery, and the serpent folk were left in the ruins of their great capitals, far removed from other races.
Cold of Heart.  Humanoid emotions are foreign to most yuan-ti, which understand sentiment only as an exploitable weakness. A yuan-ti views the world and the events of its own life with such extreme pragmatism that it is nearly impossible to manipulate, influence, or control by nonmagical means, even as it seeks to control other creatures through terror, pleasure, and awe.
False Worship.  Yuan-ti life revolves around their temples, yet yuan-ti don't love the gods they worship. Instead, they see worship as a means to attain power. A yuan-ti believes an individual who attains enough power can devour and replace one of the yuan-ti gods. The yuan-ti strive for ascension and are willing to commit the darkest atrocities to achieve it.
Serpent Gods. The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night Serpent.  Dendar's followers say that one day she will grow so large from feasting on the fears and nightmares of the world that she will devour it whole. Yuan-ti that serve Dendar terrorize other creatures in any way they can, growing and nurturing the fears of humanoids to feed the Night Serpent.
Merrshaulk, Master of the Pit.  Merrshaulk is the long slumbering chief deity of the yuan-ti. As worship of Merrshaulk waned, he went into slumber. Merrshaulk's priests are yuan-ti abominations that maintain traditions of living sacrifice and cause suffering in the god's name. With enough vile acts, the abominations believe that Merrshaulk will reawaken and restore the yuan-ti to their rightful place.
Sseth, the Sibilant Death.  Sseth appeared to the yuan-ti of antiquity in the form of a winged yuan-ti claiming to be an avatar of Merrshaulk. Speaking with Merrshaulk's voice, Sseth vowed to pull the yuan-ti out of decline and build a new empire. Many of Merrshaulk's devout turned to the worship of Sseth. Some yuan-ti have long suspected Sseth as an usurper taking advantage of Merrshaulk's slumber to make himself a god. They believe that Sseth might even have devoured Merrshaulk, and now answers the prayers of Merrshaulk's followers, as his priests convert or consume Merrshaulk's more stubborn adherents.
Source: Monster Manual p. 310, Hoard of the Dragon Queen, Rise of Tiamat, Storm King's Thunder, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>forest, swamp, urban, desert</environment>
    </monster>
  <monster>
      <name>Zombie</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Neutral Evil</alignment>
    <ac>8</ac>
    <hp>22 (3d8+9)</hp>
    <speed>walk 20 ft.</speed>
    <str>13</str>
    <dex>6</dex>
    <con>16</con>
    <int>3</int>
    <wis>6</wis>
    <cha>5</cha>
    <save>Wis +0</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands all languages it spoke in life but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage.</text>
      <attack>Slam|+3|1d6+1</attack>
      </action>
    <description>From somewhere in the darkness, a gurgling moan is heard. A form lurches into view, dragging one foot as it raises bloated arms and broken hands. The zombie advances, driven to kill anyone too slow to escape its grasp.
Dark Servants. Sinister necromantic magic infuses the remains of the dead, causing them to rise as zombies that do their creator's bidding without fear or hesitation. They move with a jerky, uneven gait, clad in the moldering apparel they wore when put to rest, and carrying the stench of decay.
Most zombies are made from humanoid remains, though the flesh and bones of any formerly living creature can be imbued with a semblance of life. Necromantic magic, usually from spells, animates a zombie. Some zombies rise spontaneously when dark magic saturates an area. Once turned into a zombie, a creature can't be restored to life except by powerful magic, such as a resurrection spell.
A zombie retains no vestiges of its former self, its mind devoid of thought and imagination. A zombie left without orders simply stands in place and rots unless something comes along that it can kill. The magic animating a zombie imbues it with evil, so left without purpose, it attacks any living creature it encounters.
Hideous Forms. Zombies appear as they did in life, showing the wounds that killed them. However, the magic that creates these vile creatures often takes time to run its course. Dead warriors might rise from a battlefield, eviscerated and bloated after days in the sun. The muddy cadaver of a peasant could claw its way from the ground, riddled with maggots and worms. A zombie might wash ashore or rise from a marsh, swollen and reeking after weeks in the water.
Mindless Soldiers. Zombies take the most direct route to any foe, unable to comprehend obstacles, tactics, or dangerous terrain. A zombie might stumble into a fast-flowing river to reach foes on a far shore, clawing at the surface as it is battered against rocks and destroyed. To reach a foe below it, a zombie might step out of an open window. Zombies stumble through roaring infernos, into pools of acid, and across fields littered with caltrops without hesitation.
A zombie can follow simple orders and distinguish friends from foes, but its ability to reason is limited to shambling in whatever direction it is pointed, pummeling any enemy in its path. A zombie armed with a weapon uses it, but the zombie won't retrieve a dropped weapon or other tool until told to do so.
Undead Nature. A zombie doesn't require air, food, drink, or sleep.
Source: Monster Manual p. 316, Curse of Strahd, Lost Mine of Phandelver, Princes of the Apocalypse, Rise of Tiamat, Tales from the Yawning Portal, Tomb of Annihilation, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Baldur's Gate: Descent Into Avernus, Eberron: Rising from the Last War, The Lost Dungeon of Rickedness: Big Rick Energy, Explorer's Guide to Wildemount, Tasha's Cauldron of Everything</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Abhorrent Overlord</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>136 (16d10+48)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>18</dex>
    <con>16</con>
    <int>15</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +7, Cha +7</save>
    <skill>Deception +7, Intimidation +7, Persuasion +7</skill>
    <passive>12</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>9</cr>
    <resist>cold, necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Insatiable Greed</name>
      <text>The abhorrent overlord can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abhorrent overlord has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abhorrent overlord makes two attacks with its claws.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage plus 14 (4d6) necrotic damage. The abhorrent overlord regains hit points equal to half the amount of necrotic damage dealt if the target is a creature.</text>
      <attack>Claws|+9|2d8+5</attack>
      </action>
    <action>
        <name>Storm of Crows (Recharge 6)</name>
      <text>The abhorrent overlord conjures a swarm of spectral crows and harpies in a 20-foot-radius sphere centered on a point the overlord can see within 120 feet of it. The sphere remains for 1 minute or until the overlord loses concentration (as if concentrating on a spell), and its area is lightly obscured and difficult terrain.</text>
      <text>Any creature that moves into the area for the first time on a turn or starts its turn there must make a DC 15 Constitution saving throw. A creature takes 16 (3d10) slashing damage plus 16 (3d10) psychic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Storm of Crows (Recharge 6)||3d10</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The abhorrent overlord's spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: confusion, crown of madness, suggestion</text>
      </trait>
    <spells>confusion, crown of madness, suggestion</spells>
    <description>Abhorrent overlords are gaunt, bipedal creatures whose gray, leathery skin is in stark contrast to the gleaming jewelry made of Underworld gold that they adorn themselves with. Their appetite for pain and death is eclipsed only by their greed; these fiends delight in searching out treasure and slaughtering all who stand in their way.
Source: Mythic Odysseys of Theros p. 219</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Akroan Hoplite</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Any alignment</alignment>
    <ac>18 (breastplate, shield)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>16</dex>
    <con>14</con>
    <int>11</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Str +5, Dex +5</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold the Line</name>
      <text>While the hoplite is holding a spear, other creatures provoke an opportunity attack from the hoplite when they move within 5 feet of it. When the hoplite hits a creature with an opportunity attack using its spear, the creature takes an extra 4 (1d8) piercing damage, and the creature's speed becomes 0 for the rest of the turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hoplite makes three melee attacks or two ranged attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shield Bash</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Shield Bash|+5|1d4+3</attack>
      </action>
    <description>Akroan hoplites, also called stratians, number among the fiercest soldiers on Theros. They train relentlessly and possess unflinching resolve. In the annals of Akros, tales abound of squads of stratians that defended a key location against a much larger force or crept behind enemy lines and wreaked havoc in the opposing army.
Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.
Akroan Hoplite Unit Names
D8 | Name
1 | Spears of Iroas
2 | Iron Fangs
3 | Arrows of Anax
4 | The Unbroken
5 | Anvil of Purphoros
6 | Skewering Squad
7 | Shield of Akros
8 | Cymede's Heart

Source: Mythic Odysseys of Theros p. 228</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Alseid</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Good</alignment>
    <ac>15 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>12</con>
    <int>13</int>
    <wis>14</wis>
    <cha>18</cha>
    <save></save>
    <skill>Persuasion +6</skill>
    <passive>12</passive>
    <languages>Common, Sylvan</languages>
    <cr>1</cr>
    <resist>radiant</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Hide in Plain Sight</name>
      <text>The alseid has advantage on Dexterity (Stealth) checks made to hide while it is in grassland.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The alseid has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The alseid makes two radiant touch attacks.</text>
      </action>
    <action>
        <name>Radiant Touch</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) radiant damage.</text>
      <attack>Radiant Touch|+6|1d10+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The alseid's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
      <text>3/day each: cure wounds, charm person, sleep</text>
      <text>1/day each: calm emotions, lesser restoration, plant growth</text>
      </trait>
    <spells>cure wounds, charm person, sleep, calm emotions, lesser restoration, plant growth</spells>
    <description>Touched with the golden light of the sun, alseids inhabit meadows, plains, and lands of cultivated natural beauty. Many live in closer proximity to human civilization than other nymphs. Farmers are grateful for the presence of alseids on their lands and often leave them offerings of mead, honey, flowers, and dates in return for protecting their flocks and making their crops more abundant.
Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Source: Mythic Odysseys of Theros p. 235</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Anvilwrought Raptor</name>
    <size>T</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>18 (4d4+8)</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>3</int>
    <wis>14</wis>
    <cha>1</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Keen Sight</name>
      <text>The raptor has advantage on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Recorded Mimicry</name>
      <text>The raptor can mimic any sound, including voices, it has heard in the last 24 hours. A creature that hears the sounds can tell they are imitations with a successful DC 12 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The raptor makes two attacks with its beak.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Beak|+5|1d4+3</attack>
      </action>
    <action>
        <name>Variant: Anvilwrought Raptor Familiar</name>
      <text>Some anvilwrought raptors are created expressly to be familiars. Such creatures have the following trait.</text>
      <text>Familiar. The anvilwrought can serve another creature as a familiar, forming a magical, telepathic bond with its willing master. While the two are bonded, the master can sense what the anvilwrought senses, as long as they are within 1 mile of each other.</text>
      </action>
    <description>Prized among Meletis's thaumaturges, anvilwrought raptors are often crafted in the form of a hawk or an owl. Most serve as messengers and spies, flying over the busy streets or high over the land while carrying or seeking vital information for their masters.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Source: Mythic Odysseys of Theros p. 209</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aphemia</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 20 ft., fly 50 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>15</con>
    <int>13</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Dex +6, Cha +6</save>
    <skill>Arcana +4, Intimidation +6, Perception +5</skill>
    <passive>15</passive>
    <languages>Common</languages>
    <cr>5</cr>
    <resist>necrotic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (2/Day)</name>
      <text>If Aphemia fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Aphemia has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Aphemia makes two attacks: one with her bite and one with her claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (2d4 + 3) piercing damage plus 13 (3d8) necrotic damage.</text>
      <attack>Bite|+6|2d4+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Claws|+6|2d6+3</attack>
      </action>
    <action>
        <name>Discordant Song</name>
      <text>Aphemia shrieks a cacophony of magical sounds. Each humanoid within 120 feet of her must succeed on a DC 14 Wisdom saving throw or be frightened of her until the song ends. A frightened creature takes 7 (2d6) psychic damage at the start of its turn while Aphemia is singing. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Aphemia's Discordant Song for the next 24 hours. Aphemia must take a bonus action on her subsequent turns to continue singing. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.</text>
      <attack>Discordant Song||2d6</attack>
      </action>
    <action>
        <name>Grave Calling Song</name>
      <text>Aphemia intones a low, growling magical melody. Every undead within 300 feet of her must succeed on a DC 14 Wisdom saving throw or fall under her control until the song ends. Aphemia must take a bonus action on her subsequent turns to continue singing, and she can mentally command the undead under her control as part of the same bonus action. She can stop singing at any time. The song ends if Aphemia is incapacitated or dies.</text>
      </action>
    <description>The notorious Nyxborn harpy Aphemia prowls the marshy wastes around the necropolis of Asphodel. Her shrill songs enthrall the necropolis's undead inhabitants, which she leads on raids to waylay unsuspecting travelers and settlements.
Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Source: Mythic Odysseys of Theros p. 226</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Arasta</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>300 (24d12+144)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>24</str>
    <dex>16</dex>
    <con>23</con>
    <int>15</int>
    <wis>22</wis>
    <cha>17</cha>
    <save>Dex +10, Con +13, Wis +13</save>
    <skill>Arcana +9, Deception +10, Intimidation +10, Nature +9, Perception +13, Stealth +10</skill>
    <passive>23</passive>
    <languages>Celestial, Common, Sylvan</languages>
    <cr>21</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Armor of Spiders (Mythic Trait; Recharges after a Short or Long Rest)</name>
      <text>If Arasta is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she regains 200 hit points. In addition, Arasta's children immediately swarm over her body to protect her, granting her 100 temporary hit points.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Arasta fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Arasta has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Arasta can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>Arasta ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Arasta makes three attacks: one with her bite and two with her claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one creature. 20 (3d8 + 7) piercing damage, and the target must make a DC 21 Constitution saving throw, taking 32 (5d12) poison damage on a failed save, or half as much damage on a successful one. If the damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite|+14|3d8+7</attack>
      <attack>Bite||5d12</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 17 (3d6 + 7) slashing damage.</text>
      <attack>Claws|+14|3d6+7</attack>
      </action>
    <action>
        <name>Web of Hair (Recharge 4-6)</name>
      <text>Arasta unleashes her hair in the form of webbing that fills a 30-foot cube next to her. The web is difficult terrain, its area is lightly obscured, and it lasts for 1 minute. Any creature that moves into the web or that starts its turn there must make a DC 21 Dexterity saving throw. On a failed save, the creature is restrained while in the web. A creature can use an action to make a DC 21 Strength check. On a success, it can free itself or a creature within 5 feet of it that is restrained by the web. This webbing is immune to all damage except magical fire. A 5-foot cube of the web is destroyed if it takes at least 20 fire damage from a spell or other magical source on a single turn.</text>
      </action>
    <legendary>
        <text>Arasta can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Arasta regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claws</name>
      <text>Arasta makes one attack with her claws.</text>
      </legendary>
    <legendary>
        <name>Swarm (Costs 2 Actions)</name>
      <text>Arasta causes two swarm of spiders to appear in unoccupied spaces within 5 feet of her.</text>
      </legendary>
    <legendary>
        <name>Toxic Web (Costs 3 Actions)</name>
      <text>Each creature restrained by Arasta's Web of Hair takes 18 (4d8) poison damage.</text>
      </legendary>
    <legendary>
        <name>Mythic Actions</name>
      </legendary>
    <legendary>
        <text>If Arasta's mythic trait is active, she can use the options below as legendary actions, as long as she has temporary hit points from her Armor of Spiders.</text>
      </legendary>
    <legendary>
        <name>Swipe</name>
      <text>Arasta makes two attacks with her claws.</text>
      </legendary>
    <legendary>
        <name>Web of Hair (Costs 2 Actions)</name>
      <text>Arasta recharges Web of Hair and uses it.</text>
      </legendary>
    <legendary>
        <name>Nyx Weave (Costs 2 Actions)</name>
      <text>Each creature restrained by Arasta's Web of Hair must succeed on a DC 21 Constitution saving throw, or the creature takes 26 (4d12) force damage and any spell of 6th level or lower on it ends.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Arasta can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row.</text>
      <text>• Arasta learns about any creature touching her webs. Each creature restrained by a web or Arasta's Web of Hair must make a DC 21 Intelligence saving throw. On a failed save, Arasta gains knowledge of a creature's name, race, where they consider home, and what brought them to her web.</text>
      <text>• Arasta casts the giant insect spell (spiders only). It lasts until she uses this lair action again or until she dies.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Arasta's lair is warped by her presence, which creates one or more of the following effects:</text>
      <text>• Spiders and insects within 1 mile of Arasta's lair serve as her eyes and ears. Birds and other flying creatures are absent from the skies and occasionally found trapped in webs.</text>
      <text>• Within 1 mile of Arasta's lair, webs fill all 10-foot cubes of open space, so long as the webs can be anchored between two solid masses (such as walls or trees). The webs are flammable. Any webs exposed to fire burn away in 1 round. Any destroyed webs are magically repaired at the next dawn.</text>
      <text>If Arasta dies, the spiders and insects lose their supernatural link to her. The webs remain, but they dissolve within 1d10 days.</text>
      </legendary>
    <legendary>
        <name>Arasta as a Mythic Encounter</name>
      <text>Arasta is a formidable enemy under normal circumstances, but to give characters a truly mythic challenge, you can have her call on her Armor of Spiders. Her use of this trait signals a drastic turn in the encounter, as Arasta summons her arachnid children to protect her. While she has temporary hit points from this trait, she can choose one of her mythic actions when she uses a legendary action.</text>
      <text>Read or paraphrase the following text when Arasta uses her Armor of Spiders trait:</text>
      <text>------</text>
      <text>The nightmarish arachnid unleashes a shriek that sounds like a thousand spider carapaces scarring slate. In response, the ground ripples and bursts over the monster, revealing itself as a wave of countless spiders. The tiny arachnids swarm the larger horror, girding it in skittering bodies.</text>
      <text>------</text>
      <text>Fighting Arasta as a mythic encounter is equivalent to taking on two challenge rating 21 creatures in one encounter. Award a party 66,000 XP for defeating Arasta after she uses Armor of Spiders.</text>
      </legendary>
    <description>A victim of the gods' petty rivalries, Arasta was once one of Nylea's most beloved dryad companions. Phenax's bitterness saw her transformed into an arachnid monstrosity and driven into the darkest depths of the Nessian Wood. Now she broods on her unjust fate and the fickleness of the gods who left her cursed with monstrous immortality.
Arasta appears as a gigantic spiderlike creature, her few humanoid features made monstrous by cruel magic and ages of hatred. Webs fill her lair deep in the Nessian Wood, sticky strands made not of silk but of her own endless hair. In her darkened realm, Arasta broods on her hatred of the gods and their servants. She doesn't do so alone, though, as innumerable arachnids fawn over her, serving as her eyes throughout the wilderness, disposing of victims trapped within her hair, and sacrificing themselves in her defense if they must.
See "Myths of Nylea" in chapter 2 for more details on the tragedy of Arasta.
Source: Mythic Odysseys of Theros p. 248</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Archon of Falling Stars</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>18 (plate armor)</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>19</con>
    <int>15</int>
    <wis>21</wis>
    <cha>19</cha>
    <save>Str +9, Con +8, Wis +9, Cha +8</save>
    <skill>Arcana +6, History +6, Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>all</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The archon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Mount</name>
      <text>If the archon isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the archon and its mount are on the same plane of existence. When it teleports, the archon appears astride the mount, along with any equipment it is wearing or carrying. While mounted and not incapacitated, the archon can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the archon is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.</text>
      </trait>
    <trait>
        <name>Radiant Rebirth (Recharges after a Long Rest)</name>
      <text>If the archon is reduced to 0 hit points, it regains 30 hit points and springs back to its feet with a burst of radiance. Each creature of the archon's choice within 30 feet of it must succeed on a DC 16 Constitution saving throw, or the creature takes 13 (3d8) radiant damage and is blinded until the start of the archon's turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The archon makes two attacks with its radiant spear.</text>
      </action>
    <action>
        <name>Radiant Spear</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 12 (2d6 + 5) piercing damage plus 10 (3d6) radiant damage.</text>
      <attack>Radiant Spear|+9|2d6+5</attack>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The archon makes a radiant spear attack or casts guiding bolt.</text>
      </legendary>
    <legendary>
        <name>Coordinated Assault (Costs 2 Actions)</name>
      <text>The archon makes a radiant spear attack, and then its mount can use its reaction to make a melee weapon attack.</text>
      </legendary>
    <legendary>
        <name>Return to Nyx (Costs 3 Actions)</name>
      <text>The archon causes a corpse it can see within 30 feet of it to burst into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity saving throw or take 22 (4d10) radiant damage.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The archon's spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). The archon can innately cast the following spells, requiring no material components:</text>
      <text>At will: command, guiding bolt, spare the dying</text>
      <text>1/day each: crusader's mantle, spirit guardians</text>
      </trait>
    <spells>command, guiding bolt, spare the dying, crusader's mantle, spirit guardians</spells>
    <description>The epic accounting of the world's earliest histories called The Cosmogony recounts the battle between a group of the gods' champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the rising sun. But Heliod showed mercy to the penitent archon, who swore to uphold justice and righteousness in the world's wildest places. As a sign of his mercy, Heliod gave the archon a spear that rivaled his own in its brilliance. This was the first archon of falling stars.
The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.
Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world.
Source: Mythic Odysseys of Theros p. 212</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ashen Rider</name>
    <size>M</size>
    <type>celestial</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>178 (21d8+84)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>19</con>
    <int>15</int>
    <wis>21</wis>
    <cha>18</cha>
    <save>Str +10, Con +9, Wis +10, Cha +9</save>
    <skill>History +7, Insight +10, Perception +10</skill>
    <passive>20</passive>
    <languages>all</languages>
    <cr>16</cr>
    <resist></resist>
    <immune>thunder</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Aura of Silence</name>
      <text>When a creature starts its turn within 30 feet of the ashen rider, the rider can force that creature to make a DC 18 Wisdom saving throw if the rider can see it. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature can't speak and is deafened until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Mount</name>
      <text>If the ashen rider isn't mounted, it can use a bonus action to magically teleport onto the creature serving as its mount, provided the ashen rider and its mount are on the same plane of existence. When it teleports, the ashen rider appears astride the mount along with any equipment it is wearing or carrying.</text>
      <text>While mounted and not incapacitated, the ashen rider can't be surprised, and both it and its mount have advantage on Dexterity saving throws. If the ashen rider is reduced to 0 hit points while riding its mount, the mount is reduced to 0 hit points as well.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The ashen rider makes three attacks with its ashen blade or two attacks with its bolt of ash.</text>
      </action>
    <action>
        <name>Ashen Blade</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 14 (2d8 + 5) slashing damage plus 13 (2d12) radiant damage.</text>
      <attack>Ashen Blade|+10|2d8+5</attack>
      </action>
    <action>
        <name>Bolt of Ash</name>
      <text>Ranged Spell Attack: +10 to hit, range 120 ft., one creature. 22 (4d10) necrotic damage, and the target can't regain hit points until the start of the ashen rider's next turn.</text>
      <attack>Bolt of Ash|+10|4d10</attack>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The ashen rider makes an attack using its ashen blade or bolt of ash.</text>
      </legendary>
    <legendary>
        <name>Coordinated Assault (Costs 2 Actions)</name>
      <text>The ashen rider makes an attack using its ashen blade or bolt of ash, and then its mount can use its reaction to make a melee weapon attack.</text>
      </legendary>
    <legendary>
        <name>Reduce to Ash (Costs 3 Actions)</name>
      <text>The ashen rider targets a creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, or it takes 27 (5d10) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. If the target's hit point maximum is reduced to 0, its body and everything it is wearing and carrying, except for magic items, are reduced to ash. A creature reduced to ash can't be revived by any means short of a wish spell.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The ashen rider's spellcasting ability is Wisdom (spell save DC 18). The rider can innately cast the following spells, requiring no material components:</text>
      <text>At will: command, compelled duel</text>
      <text>1/day each: banishment, blade barrier</text>
      </trait>
    <spells>command, compelled duel, banishment, blade barrier</spells>
    <description>The fall of the ancient archon empires left some archons bitter and resentful. Seeking to avoid the spread of human civilization, these archons made their way to the Underworld. The horrors of the place broke their minds, bodies, and spirits and twisted them into the terrifying archons known as ashen riders. When they ride forth upon the mortal world, terrified mortals make offerings in a desperate attempt to appease them, but the ashen riders aren't merciful, and they delight in reducing the paragons of the mortal world to ash.
The mysterious conquerors known as archons once ruled vast empires. These armored warlords saw themselves as champions of merciless justice, and they ruled with iron fists. But their dominance ultimately came to an end. As the archon overlords toppled, they scattered to the fringes of the world, and their holdings developed into the poleis of today.
Even though the age of archons is long past, many wonder if the few surviving archons might someday attempt to reestablish their empire or if they are truly resigned to their lesser role in the world.
Source: Mythic Odysseys of Theros p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Blood-Toll Harpy</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 20 ft., fly 40 ft.</speed>
    <str>12</str>
    <dex>13</dex>
    <con>10</con>
    <int>6</int>
    <wis>11</wis>
    <cha>13</cha>
    <save></save>
    <skill>Intimidation +3</skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Blood Frenzy</name>
      <text>The harpy has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
      </trait>
    <trait>
        <name>Dark Devotion</name>
      <text>The harpy has advantage on saving throws against being charmed or frightened.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The harpy makes two melee attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) slashing damage.</text>
      <attack>Claws|+3|1d4+1</attack>
      </action>
    <description>Murderous gangs of harpies collect in grim places across Theros, preying on any who pass by. Many merchants face regular losses at the harpies' claws, common casualties often referred to as a "blood toll."
Cruel, corpse-eating creatures, harpies endlessly seek their next meal, careless of whether it comes from the living or the dead. With equal zeal, these vicious scavengers set upon travelers or claw open fresh graves, stripping bodies of riches and flesh. Then they carry back any treasures or appealing bones they find to reeking nests situated in cramped caves or rotten trees.
Source: Mythic Odysseys of Theros p. 227</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Broken King Antigonos</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>38 (9d10+27)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>16</con>
    <int>6</int>
    <wis>16</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Abyssal</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If Antigonos moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
      </trait>
    <trait>
        <name>Labyrinthine Recall</name>
      <text>Antigonos can perfectly recall any path he has traveled.</text>
      </trait>
    <trait>
        <name>Reckless</name>
      <text>At the start of his turn, Antigonos can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of his next turn.</text>
      </trait>
    <trait>
        <name>Decrepit State</name>
      <text>Antigonos has disadvantage on his attack rolls.</text>
      </trait>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 17 (2d12 + 4) slashing damage.</text>
      <attack>Greataxe|+6|2d12+4</attack>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Gore|+6|2d8+4</attack>
      </action>
    <action>
        <name>Amphora</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one Medium or smaller creature. 8 (1d8 + 4) bludgeoning damage. If there is not already a creature inside the amphora, the target is restrained inside. As an action, the restrained creature can make a DC 14 Dexterity (Acrobatics) check, escaping from the amphora on a success. The effect also ends if the amphora is destroyed. The amphora has AC 8, 20 hit points, and immunity to poison and psychic damage.</text>
      <attack>Amphora|+6|1d8+4</attack>
      </action>
    <description>He is old and decrepit, garbed in ancient finery worn to tatters. A dented crown rests on his brow, and one of his horns ends in a jagged stump. He drags a rusty greataxe in the dirt, and tied to his back is a 30-pound, clay amphora painted with images of warring hoplites—all of whom have had horns crudely painted on them to make them look like minotaurs. The broad-mouthed amphora is large enough to hold roughly 55 gallons of wine.
He claims that he was a great king who was cursed by Mogis after he defied his war advisors by making his sickly but beloved child his heir. He was cast out and has since become tragically obsessed with finding a worthy heir.
Source: Mythic Odysseys of Theros p. 189</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bronze Sable</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>15</con>
    <int>3</int>
    <wis>14</wis>
    <cha>1</cha>
    <save></save>
    <skill>Stealth +5</skill>
    <passive>12</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the sable remains motionless, it is indistinguishable from a normal statue.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The sable has advantage on an attack roll against a creature if at least one of the sable's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Surprise Attack</name>
      <text>If the sable surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sable makes two bite attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <description>The first bronze sables were presented to Karametra as a gift by Purphoros to serve primarily as guardians in Karametra's temples. But as others have been created, some have been used as nimble scouts, always on alert for danger.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Source: Mythic Odysseys of Theros p. 210</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Burnished Hart</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 50 ft.</speed>
    <str>17</str>
    <dex>14</dex>
    <con>16</con>
    <int>3</int>
    <wis>15</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 (2d6) fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Heated Body</name>
      <text>A creature that touches the hart or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The hart has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hart makes two attacks: one with its antlers and one with its hooves.</text>
      </action>
    <action>
        <name>Antlers</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Antlers|+5|1d8+3</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) fire damage.</text>
      <attack>Hooves|+5|1d4+3</attack>
      </action>
    <description>Among the first anvilwroughts to be forged by Purphoros, elegant burnished harts wander the mortal realm in search of new sights to bring back to the god of the forge. On every trip from Mount Velus, where Purphoros has his forge, they seek out the far reaches of the world so they can witness beauty in all its forms, then later reunite with their creator, their minds filled with tales of how life's splendor continues to develop.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Source: Mythic Odysseys of Theros p. 211</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Colossus of Akros</name>
    <size>G</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>21 (natural armor)</ac>
    <hp>350 (20d20+140)</hp>
    <speed>walk 60 ft.</speed>
    <str>28</str>
    <dex>10</dex>
    <con>25</con>
    <int>3</int>
    <wis>11</wis>
    <cha>1</cha>
    <save>Str +16, Con +14</save>
    <skill>Athletics +16, Perception +7</skill>
    <passive>17</passive>
    <languages>understands Common and Celestial but can't speak</languages>
    <cr>23</cr>
    <resist></resist>
    <immune>fire, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Crumbling Destruction</name>
      <text>When the colossus drops to 0 hit points, it crumbles and is destroyed. Any creature on the ground within 30 feet of the crumbling statue must make a DC 22 Dexterity saving throw, taking 22 (4d10) bludgeoning damage and 22 (4d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Fire Absorption</name>
      <text>Whenever the colossus is subjected to fire damage, it takes no damage and instead regains a number of hit points equal to the fire damage dealt.</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The colossus is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The colossus's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The colossus deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The colossus of Akros makes two melee attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +16 to hit, reach 15 ft., or range 200/600 ft., one target. 23 (4d6 + 9) piercing damage, or 27 (4d8 + 9) piercing damage if used with two hands to make a melee attack. If the colossus makes a ranged attack with this spear, the spear magically returns to its hand after the attack.</text>
      <attack>Spear|+16|4d6+9</attack>
      </action>
    <action>
        <name>Sword</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 36 (6d8 + 9) slashing damage.</text>
      <attack>Sword|+16|6d8+9</attack>
      </action>
    <action>
        <name>Flames of Akros (Recharge 6)</name>
      <text>Magical flames issue from the colossus toward up to three creatures the colossus can see within 90 feet of it. Each target must make a DC 24 Dexterity saving throw, taking 36 (8d8) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a target also magically catches fire for 1 minute. At the end of each of its turns thereafter, the burning target repeats the saving throw. It takes 18 (4d8) fire damage on a failed save, and the effect ends on a successful one.</text>
      <attack>Flames of Akros (Recharge 6)||8d8</attack>
      </action>
    <description>An enormous golem of bronze and iron overlooks the path leading to the polis of Akros. Though it is rarely called on to defend the polis, the sight of its towering form is enough to ease the minds of the populace. In truly desperate times, priests of Purphoros work their magic to call the colossus to life, whereupon the earth rumbles as it steps down from its twin plinths to place itself before the threat.
Source: Mythic Odysseys of Theros p. 218</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Doomwake Giant</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>162 (13d12+78)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>12</dex>
    <con>22</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +10, Wis +6</save>
    <skill>Intimidation +7, Perception +6</skill>
    <passive>16</passive>
    <languages>Giant</languages>
    <cr>11</cr>
    <resist></resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Aura of Erebos</name>
      <text>Any creature that starts its turn within 10 feet of the giant must succeed on a DC 18 Constitution saving throw, or it takes 10 (3d6) necrotic damage and can't regain hit points until the start of its next turn. On a successful saving throw, the creature is immune to the giant's Aura of Erebos for 24 hours.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The giant has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. 20 (3d8 + 7) bludgeoning damage plus 10 (3d6) necrotic damage.</text>
      <attack>Slam|+11|3d8+7</attack>
      </action>
    <action>
        <name>Noxious Gust (Recharge 5-6)</name>
      <text>The giant exhales a mighty gust that creates a blast of deadly mist in a 60-foot line that is 10 feet wide. Each creature in that line must make a DC 18 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.</text>
      <attack>Noxious Gust (Recharge 5-6)||8d8</attack>
      </action>
    <description>Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their terror can manifest as one of these massive Nyxborn beings. Once unleashed, a doomwake giant goes on a rampage, fulfilling the prophecy mortals believed into being. After doing so, these terrors typically roam to the edges of the world, where they either fade away over time or become legends that take on their own terrible life.
A spectrum of giants claims territory across Theros, drawing strength from aspects of the world itself—from ancient stone and roiling flames to the depths of the seas and skies. Unlike many creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair crackling with lightning, or other primal incarnations.
Beyond these primal giants, though, other giants fill the tales of Theros.
Source: Mythic Odysseys of Theros p. 224</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Eater of Hope</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>90 (12d10+24)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>17</dex>
    <con>14</con>
    <int>12</int>
    <wis>11</wis>
    <cha>16</cha>
    <save>Con +5, Cha +6</save>
    <skill>Deception +6, Intimidation +6, Persuasion +6</skill>
    <passive>10</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>6</cr>
    <resist>cold, necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Insatiable Greed</name>
      <text>The eater of hope can sense the presence of gold within 1,000 feet of itself. It can determine which location has the greatest amount of gold and can sense the direction to that site. If the gold is being moved, it knows the direction of the movement. It can't locate gold if any thickness of clay or lead, even a thin sheet, blocks a direct path between it and the gold.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The eater of hope has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eater of hope makes two attacks with its claws.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Claws|+7|1d8+4</attack>
      </action>
    <action>
        <name>Breath of Hopelessness (Recharge 5-6)</name>
      <text>The eater of hope exhales a miasma of Underworld winds in a 30-foot cone. Each creature in that area must make a DC 14 Charisma saving throw. On a failed save, the target takes 26 (4d12) necrotic damage and is cursed for 1 minute. While cursed in this way, the target takes an extra 6 (1d12) necrotic damage whenever the eater of hope hits it with an attack. On a successful save, the target takes half as much damage and isn't cursed.</text>
      <attack>Breath of Hopelessness (Recharge 5-6)||4d12</attack>
      </action>
    <description>An eater of hope is bitter to the core, resentful of all forms of life and joy. Although these demons can strike down most foes, they prefer to let terror and despair overtake their victims first, letting their victims marinate in fear before the fiend devours them.
Source: Mythic Odysseys of Theros p. 220</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fleecemane Lion</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>45 (6d10+12)</hp>
    <speed>walk 50 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>14</con>
    <int>6</int>
    <wis>14</wis>
    <cha>10</cha>
    <save>Str +6, Con +4</save>
    <skill>Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The lion has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pounce</name>
      <text>If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text>
      </trait>
    <trait>
        <name>Running Leap</name>
      <text>With a 10-foot running start, the lion can long jump up to 25 feet.</text>
      </trait>
    <trait>
        <name>Spell Turning</name>
      <text>The lion has advantage on saving throws against any spell that targets only the lion (not an area). If the lion's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the lion and instead targets the caster.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The lion makes two attacks: one with its bite and one with its claw.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Claw|+6|1d6+4</attack>
      </action>
    <legendary>
        <text>The monstrosity can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw</name>
      <text>The lion makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Roar (Costs 2 Actions)</name>
      <text>The lion emits a magical roar. Each creature within 60 feet of the lion that can hear the roar must succeed on a DC 12 Wisdom saving throw or be frightened of the lion until the end of the lion's next turn.</text>
      </legendary>
    <description>Twice the size of normal lions and with resplendent manes of silvery or golden hair, fleecemane lions prowl and protect sites imbued with the power of Nyx. While the specifics of these massive lions' connection to Nyx is unclear, many myths tell of the deadly predators stalking mortals and spreading fear until they're ultimately defeated by a brave hunter. As a result, overcoming a fleecemane lion is widely considered an early step on the road to becoming a true hero.
Source: Mythic Odysseys of Theros p. 223</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Flitterstep Eidolon</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>14</ac>
    <hp>44 (8d8+8)</hp>
    <speed>walk 40 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>13</con>
    <int>11</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +3, Stealth +8</skill>
    <passive>13</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained</conditionImmune>
    <senses></senses>
    <trait>
        <name>Blurred Form</name>
      <text>Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the eidolon is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the eidolon instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The eidolon has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eidolon makes two melee attacks. Immediately before or after one of its attacks, it can use Flitterstep if it is available.</text>
      </action>
    <action>
        <name>Flickering Dagger</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) piercing damage plus 3 (1d6) psychic damage.</text>
      <attack>Flickering Dagger|+6|1d4+4</attack>
      </action>
    <action>
        <name>Flitterstep (Recharge 5-6)</name>
      <text>The eidolon magically teleports to an unoccupied space it can see within 30 feet of it. If it makes an attack immediately after teleporting, it has advantage on the attack roll.</text>
      </action>
    <description>When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the various types of eidolons, flitterstep eidolons are the most common and wander without purpose.
Source: Mythic Odysseys of Theros p. 222</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ghostblade Eidolon</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>12</ac>
    <hp>55 (10d8+10)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>15</dex>
    <con>12</con>
    <int>13</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Acrobatics +5, Athletics +6, Perception +4</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, restrained</conditionImmune>
    <senses></senses>
    <trait>
        <name>Blurred Form</name>
      <text>Attack rolls against the eidolon are made with disadvantage unless the eidolon is incapacitated.</text>
      </trait>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The eidolon has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eidolon makes two ghostblade attacks.</text>
      </action>
    <action>
        <name>Ghostblade</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 3) slashing damage plus 11 (2d10) force damage.</text>
      <attack>Ghostblade|+6|1d8+3</attack>
      </action>
    <description>When a mortal soul traumatically sacrifices its identity in order to escape the Underworld as a Returned, its identity manifests as a spirit-like eidolon. While eidolons possess many of the skills and details related to their past lives, they're disconnected from those experiences, choosing to wander the world or brood in haunts they're drawn to in death. They care nothing for morbid reunions with their lost bodies or Returned remnants.
Of the various types of eidolons, ghostblade eidolons typically arise from fallen warriors and believe they're endlessly embroiled in great battles.
Source: Mythic Odysseys of Theros p. 222</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Gold-Forged Sentinel</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>76 (8d10+32)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>19</con>
    <int>3</int>
    <wis>16</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Spell Turning</name>
      <text>The sentinel has advantage on saving throws against any spell that targets only the sentinel (not an area). If the sentinel's saving throw succeeds and the spell is of 4th level or lower, the spell has no effect on the sentinel and instead targets the caster.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sentinel makes two ram attacks.</text>
      </action>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage.</text>
      <attack>Ram|+7|2d8+4</attack>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The sentinel exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||6d8</attack>
      </action>
    <description>The original purpose of gold-forged sentinels is a mystery, and of all Purphoros's original anvilwroughts, this construct is the most difficult to control. A sentinel often operates without a master, stalking the high places of the mortal world or waiting, still as a statue, for what could be decades before reanimating to carry out their mysterious purpose.
The first anvilwroughts were created by the god of the forge, Purphoros. He gave the secret of breathing life into these metal creatures to his most devoted followers so they could mimic his works and invent new forms at their own forges.
Some anvilwroughts are vigilant guardians at holy shrines, others serve as familiars and messengers, and a few were created to emulate beauty found among the animals of the mortal world. Each exhibits abilities suited to its role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or are guarded by ancient monsters.
Source: Mythic Odysseys of Theros p. 211</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hippocamp</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Good</alignment>
    <ac>13 (natural armor)</ac>
    <hp>22 (4d10)</hp>
    <speed>walk 20 ft., swim 50 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>11</con>
    <int>5</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>cold</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The hippocamp can breathe air and water.</text>
      </trait>
    <trait>
        <name>Charge</name>
      <text>If the hippocamp moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6) bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage.</text>
      <attack>Hooves|+4|2d6+2</attack>
      </action>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Ram|+4|1d6+2</attack>
      </action>
    <description>Noble steeds of the sea, hippocamps feature in countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society. Considered to be servants of Thassa, hippocamps are often unpredictable, but their great speed and strength can prove awe-inspiring when harnessed by the god's will.
Source: Mythic Odysseys of Theros p. 227</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hundred-Handed One</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>243 (18d12+126)</hp>
    <speed>walk 40 ft.</speed>
    <str>26</str>
    <dex>15</dex>
    <con>25</con>
    <int>14</int>
    <wis>16</wis>
    <cha>16</cha>
    <save>Con +12, Wis +8</save>
    <skill>Intimidation +8, Perception +8</skill>
    <passive>18</passive>
    <languages>Giant</languages>
    <cr>15</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Reactive</name>
      <text>The giant can take one reaction on every turn in a combat.</text>
      </trait>
    <trait>
        <name>Vigilant</name>
      <text>The giant can't be surprised.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes four longsword attacks or two rock attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 21 (3d8 + 8) slashing damage.</text>
      <attack>Longsword|+13|3d8+8</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.</text>
      <attack>Rock|+13|4d10+8</attack>
      </action>
    <reaction>
        <name>Deflect Attack</name>
      <text>The giant adds 5 to its AC against one weapon attack that would hit it. To do so, the giant must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>Extra pairs of arms magically orbit the bodies of the titanic, nearly forgotten artisans known as hundred-handed ones. These giants often dwell in remote mountains and seaside cliffs, where they carve their memories into the ancient stone, covering their territories with intricate reliefs and massive statues of bygone ages. Some linger near ancient temples and palaces, ruins they once raised to the gods or archons of old.
Source: Mythic Odysseys of Theros p. 225</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hythonia</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>199 (21d10+84)</hp>
    <speed>walk 40 ft., climb 40 ft., swim 40 ft.</speed>
    <str>21</str>
    <dex>17</dex>
    <con>19</con>
    <int>14</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Str +11, Con +10, Cha +10</save>
    <skill>Deception +10, Insight +9, Perception +9, Stealth +9</skill>
    <passive>19</passive>
    <languages>Common</languages>
    <cr>17</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Hythonia fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Petrifying Gaze</name>
      <text>When a creature that can see Hythonia's eyes starts its turn within 30 feet of her, Hythonia can force it to make a DC 18 Constitution saving throw if she isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, on a failed save the creature begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the greater restoration spell or other magic. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see Hythonia until the start of its next turn, when it can avert its eyes again. If the creature looks at Hythonia in the meantime, it must immediately make the save. If Hythonia sees herself reflected on a polished surface within 30 feet of her and in an area of bright light, she is affected by her own gaze.</text>
      </trait>
    <trait>
        <name>Shed Skin (Mythic Trait; Recharges after a Short or Long Rest)</name>
      <text>If Hythonia is reduced to 0 hit points, she doesn't die or fall unconscious. Instead, she sheds her skin, regains 199 hit points, and moves up to her speed without provoking opportunity attacks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Hythonia makes three attacks: one with her claws, one to constrict, and one with her snaky hair.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d8 + 5) slashing damage plus 4 (1d8) poison damage.</text>
      <attack>Claws|+11|1d8+5</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +11 to hit, reach 15 ft., one Large or smaller creature. 16 (2d10 + 5) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 15 (3d6 + 5) bludgeoning damage at the start of each of its turns, and Hythonia can't constrict another target.</text>
      <attack>Constrict|+11|2d10+5</attack>
      </action>
    <action>
        <name>Snaky Hair</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 31 (4d12 + 5) bludgeoning damage, and Hythonia can pull the target up to 5 feet closer to her if it is a Large or smaller creature.</text>
      <attack>Snaky Hair|+11|4d12+5</attack>
      </action>
    <legendary>
        <text>Hythonia can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hythonia regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>Hythonia moves up to her speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Snaky Hair</name>
      <text>Hythonia makes one attack with her snaky hair.</text>
      </legendary>
    <legendary>
        <name>Petrified Earth (Costs 2 Actions)</name>
      <text>Hythonia causes stone spikes to erupt from the ground in a 30-foot radius centered on her. The area becomes difficult terrain until the start of her next turn. Any creature, other than Hythonia, takes 9 (2d8) piercing damage for every 5 feet it moves on those spikes.</text>
      </legendary>
    <legendary>
        <name>Mythic Actions</name>
      </legendary>
    <legendary>
        <text>If Hythonia's mythic trait is active, she can use the options below as legendary actions for 1 hour after using Shed Skin.</text>
      </legendary>
    <legendary>
        <name>Numbing Claws</name>
      <text>Hythonia makes two attacks with her claws. If both attacks hit the same creature, it takes an extra 7 (2d6) poison damage and must succeed on a DC 18 Constitution saving throw or become paralyzed until the start of her next turn.</text>
      </legendary>
    <legendary>
        <name>Look at Me (Costs 3 Actions)</name>
      <text>Hythonia can force a sighted creature she has grappled to see her eyes and be affected by her gaze.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Hythonia can take a lair action to cause one of the following effects. She can't use the same effect two rounds in a row:</text>
      <text>• Hythonia briefly animates creatures that have been petrified by her gaze. Each statue attacks one creature within 5 feet of it, with a +11 bonus to hit and dealing 10 (3d6) bludgeoning damage on a hit. If a Medium or smaller creature takes this damage, it is also grappled (escape DC 15).</text>
      <text>• Hythonia causes spectral snakes to erupt from a point she can see within 150 feet of her. Each creature within 20 feet of that point must succeed on a DC 19 Constitution saving throw or take 5 (2d4) piercing damage and become poisoned until the end of its next turn. While poisoned in this way, the creature has disadvantage on Intelligence checks and Intelligence saving throws, and it behaves as if under the effect of the confusion spell.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Hythonia's lair is warped by her presence, which creates one or more of the following effects:</text>
      <text>• A large population of snakes dwells in the region.</text>
      <text>• Trees within 1 mile of the lair are petrified wood. Plants that stay within 500 feet of the lair for 1 day turn to stone.</text>
      <text>• Small bodies of water within 1 mile of the lair become poisonous. A creature that drinks the water must succeed on a DC 19 Constitution saving throw or become poisoned for 8 hours. An affected creature can repeat the saving throw at the end of each hour.</text>
      </legendary>
    <legendary>
        <name>Hythonia as a Mythic Encounter</name>
      <text>Hythonia serves as a potent threat against even high-level characters, but you can increase the challenge by using the Shed Skin trait. When this happens, Hythonia heals many of her wounds and slips away from danger, and then she can choose one of her mythic actions when she uses a legendary action.</text>
      <text>You might foreshadow Hythonia using her mythic trait by describing her skin cracking and turning pale as she suffers wounds. Read or paraphrase the following text when Hythonia finally uses her Shed Skin trait:</text>
      <text>------</text>
      <text>The medusa's skin cracks, turns a lifeless gray, and shatters! The monster crumbles to dust—but what clatters to the ground isn't scale and bone, but hollow stone. The sound of rippling coils precedes the medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.</text>
      <text>------</text>
      <text>Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17 creatures in one encounter. Award a party 36,000 XP for defeating Hythonia after she uses Shed Skin.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Hythonia's spellcasting ability is Charisma (spell save DC 18). She can innately cast animate objects once per day requiring no material components.</text>
      <text>1/day: animate objects</text>
      </trait>
    <spells>animate objects</spells>
    <description>Theros's reclusive medusas often delight in collecting and expanding their galleries of petrified victims. Unlike other medusas, Hythonia isn't merely a collector; she's an artist.
When Hythonia came to the island of Skathos, the inhabitants worshiped her as an avatar of the god Pharika. The cultists eagerly offered themselves up to the medusa's petrifying gaze in hopes of gaining Pharika's favor. Seeing herself surrounded by willing devotees, Hythonia formulated a cruel plan. After encouraging them to engage in wild rituals, Hythonia began turning her followers to stone, weaving their forms to create a grisly throne made of their petrified bodies.
While the medusa's victims have dwindled, tales of the medusa queen and the divine secrets she hoards have not. Hythonia eagerly trades the mysteries she knows but demands a constant price: a beautiful individual to become part of her throne.
Source: Mythic Odysseys of Theros p. 252</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Ironscale Hydra</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>181 (11d20+66)</hp>
    <speed>walk 40 ft., swim 40 ft.</speed>
    <str>22</str>
    <dex>10</dex>
    <con>22</con>
    <int>2</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +8</skill>
    <passive>18</passive>
    <languages></languages>
    <cr>12</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Acidic Blood</name>
      <text>When the hydra takes piercing or slashing damage, each creature within 5 feet of the hydra takes 9 (2d8) acid damage.</text>
      </trait>
    <trait>
        <name>Hold Breath</name>
      <text>The hydra can hold its breath for 1 hour.</text>
      </trait>
    <trait>
        <name>Multiple Heads</name>
      <text>The hydra has five heads. While it has more than one head, the hydra has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever the hydra takes 35 or more damage in a single turn, one of its heads dies. If all its heads die, the hydra dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken fire damage since its last turn. The hydra regains 10 hit points for each head regrown in this way.</text>
      </trait>
    <trait>
        <name>Reactive Heads</name>
      <text>For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attacks.</text>
      </trait>
    <trait>
        <name>Wakeful</name>
      <text>While the hydra sleeps, at least one of its heads is awake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hydra makes as many bite attacks as it has heads.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 17 (2d10 + 6) piercing damage.</text>
      <attack>Bite|+10|2d10+6</attack>
      </action>
    <description>Five-headed ironscale hydras lurk in the wild places of the world, being common foes for heroes seeking to test their mettle against terrors worthy of the gods' notice. Most ironscale hydras inhabit lakes and boggy caverns, from which they hunt unwary creatures that come for a drink or swim.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos.
Source: Mythic Odysseys of Theros p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Lampad</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>13</dex>
    <con>14</con>
    <int>11</int>
    <wis>12</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +6, Intimidation +6</skill>
    <passive>11</passive>
    <languages>Common, Sylvan</languages>
    <cr>3</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Corpse Stride</name>
      <text>Once on its turn, the lampad can use 10 feet of its movement to step magically into one creature's corpse within its reach and emerge from a second creature's corpse within 60 feet of the first corpse, appearing in an unoccupied space within 5 feet of the second corpse. Both corpses must be Medium or bigger.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The lampad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The lampad attacks twice with its necrotic touch or chill touch.</text>
      </action>
    <action>
        <name>Necrotic Touch</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) necrotic damage.</text>
      <attack>Necrotic Touch|+6|1d10+4</attack>
      </action>
    <action>
        <name>Chill Touch (Cantrip)</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one creature. 9 (2d8) necrotic damage, and the target can't regain hit points until the start of the lampad's next turn. If the target is undead, it has disadvantage on attack rolls against the lampad until the end of the lampad's next turn.</text>
      <attack>Chill Touch (Cantrip)|+6|2d8</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The lampad's spellcasting ability is Charisma (+6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: chill touch (see "Actions" below), gentle repose</text>
      </trait>
    <spells>chill touch, gentle repose</spells>
    <description>Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that collect along the Tartyx River and reclaiming wayward souls that try to slip back to the mortal world. This means lampads are most often spotted in graveyards, crumbling crypts, and tunnels that bore deep into the earth, and near portals to the Underworld.
Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Source: Mythic Odysseys of Theros p. 235</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Leonin Iconoclast</name>
    <size>M</size>
    <type>humanoid (leonin)</type>
    <alignment>Any alignment</alignment>
    <ac>17 (Unarmored Defense)</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>18</dex>
    <con>16</con>
    <int>13</int>
    <wis>17</wis>
    <cha>10</cha>
    <save>Dex +7, Wis +6</save>
    <skill>Arcana +4, Insight +6, Intimidation +3, Stealth +7, Survival +6</skill>
    <passive>13</passive>
    <languages>Common, Leonin</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Evasion</name>
      <text>If the leonin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.</text>
      </trait>
    <trait>
        <name>Unarmored Defense</name>
      <text>While the leonin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The leonin makes three weapon attacks.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 7 (2d6) force damage.</text>
      <attack>Claws|+7|2d6+4</attack>
      </action>
    <action>
        <name>Dart</name>
      <text>Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.</text>
      <attack>Dart|+7|1d4+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The leonin's spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: banishment, detect evil and good</text>
      </trait>
    <spells>banishment, detect evil and good</spells>
    <description>While leonin don't deny the existence of the gods, most denounce them, believing the deities are more likely to spread doom than peace and bounty. Some leonin, known as iconoclasts, devote themselves to thwarting the gods by hunting down their followers and all things born of Nyx that impede on Oreskos and the safety of the leonin prides.
Prides of leonin roam the plains of Oreskos, protecting the land and its creatures from interlopers, both mortal and immortal. As many leonin suffered at the hands of archon tyrants in ages past, today their prides largely avoid contact with other peoples and spurn the gods that ignored their plight. Since then, the leonin have flourished, finding strength in their bonds with one another and the land. Only in recent times have some leonin started guardedly looking beyond their homeland and wondering what role they might take in the wider world.
Most leonin hunters are tribal warriors, but those who hunt the servants of the gods rather than game are known as leonin iconoclasts.
Source: Mythic Odysseys of Theros p. 232</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Medusa (Theran Variant)</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>15</dex>
    <con>16</con>
    <int>12</int>
    <wis>13</wis>
    <cha>15</cha>
    <save></save>
    <skill>Deception +5, Insight +4, Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Common</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Petrifying Gaze</name>
      <text>When a creature that can see the Medusa (Theran Variant)'s eyes starts its turn within 30 feet of the Medusa (Theran Variant), the Medusa (Theran Variant) can force it to make a DC 14 Constitution saving throw if the Medusa (Theran Variant) isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature is freed by the  greater restoration spell or other magic.</text>
      <text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Medusa (Theran Variant) until the start of its next turn, when it can avert its eyes again. If the creature looks at the Medusa (Theran Variant) in the meantime, it must immediately make the save.</text>
      <text>If the Medusa (Theran Variant) sees itself reflected on a polished surface within 30 feet of it and in an area of bright light, the Medusa (Theran Variant) is, due to its curse, affected by its own gaze.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Medusa (Theran Variant) makes either three melee attacks—one with its snake hair, one to constrict, and one with its shortsword—or two ranged attacks with its longbow.</text>
      </action>
    <action>
        <name>Snake Hair</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 4 (1d4 + 2) piercing damage plus 14 (4d6) poison damage.</text>
      <attack>Snake Hair|+5|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+5|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Longbow|+5|1d8+2</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +3 to hit, reach 10 ft., one target. 7 (2d6) bludgeoning damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the Medusa (Theran Variant) can't constrict another target.</text>
      <attack>Constrict|+3|2d6</attack>
      </action>
    <description>
Source: Mythic Odysseys of Theros p. 206</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Meletian Hoplite</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Any alignment</alignment>
    <ac>18 (breastplate, shield)</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>12</con>
    <int>16</int>
    <wis>13</wis>
    <cha>11</cha>
    <save>Dex +4, Int +5</save>
    <skill>Arcana +5, History +5, Perception +3</skill>
    <passive>13</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The hoplite makes three weapon attacks. It can replace one weapon attack with ray of frost.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shield Bash</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Shield Bash|+5|1d4+3</attack>
      </action>
    <action>
        <name>Ray of Frost (Cantrip)</name>
      <text>Ranged Spell Attack: +5 to hit, range 60 ft., one creature. 4 (1d8) cold damage, and the target's speed is reduced by 10 feet until the start of the hoplite's next turn.</text>
      <attack>Ray of Frost (Cantrip)|+5|1d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The hoplite is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, minor illusion, ray of frost (see "Actions" below)</text>
      <text>• 1st level (4 slots): color spray, expeditious retreat, sleep</text>
      <text>• 2nd level (2 slots): blur, cloud of daggers, invisibility</text>
      </trait>
    <slots>4, 2</slots>
    <spells>mage hand, minor illusion, ray of frost, color spray, expeditious retreat, sleep, blur, cloud of daggers, invisibility</spells>
    <description>Meletian hoplites use a combination of cunning, faith, and magic to defend their coastal home. Most of these skilled soldiers serve in the Reverent Army, the defenders of Meletis, which uses an array of proven strategies and flexible troop formations to gain the advantage over foes. Bolstered by trained griffon and pegasus steeds, they strike foes where they least expect.
Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.
Meletian Hoplite Unit Names
D8 | Name
1 | Kraken's Claw
2 | Hands of Justice
3 | Thassa's Spear
4 | Ephara's Shield
5 | Kindred of the Deep
6 | Riders of Heliod
7 | Keepers of Pyrgnos
8 | The Skysworn

Source: Mythic Odysseys of Theros p. 229</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Naiad</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>31 (7d8)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>10</str>
    <dex>16</dex>
    <con>11</con>
    <int>15</int>
    <wis>10</wis>
    <cha>18</cha>
    <save></save>
    <skill>Persuasion +6, Sleight of hand +5</skill>
    <passive>10</passive>
    <languages>Common, Sylvan</languages>
    <cr>2</cr>
    <resist>psychic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The naiad can breathe air and water.</text>
      </trait>
    <trait>
        <name>Invisible in Water</name>
      <text>The naiad is invisible while fully immersed in water.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The naiad has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The naiad makes two psychic touch attacks.</text>
      </action>
    <action>
        <name>Psychic Touch</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) psychic damage.</text>
      <attack>Psychic Touch|+6|1d10+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The naiad's spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: minor illusion</text>
      <text>3/day: phantasmal force</text>
      <text>1/day each: fly, hypnotic pattern</text>
      </trait>
    <spells>minor illusion, phantasmal force, fly, hypnotic pattern</spells>
    <description>Naiads live in and near water. They might be spotted among rivers and lakes, on isolated shores, or amid coral labyrinths and deep sea fumaroles. Wherever rivers and seas show their variety and force, naiads gather to revel in nature's might. Individual naiads often grow fixated with a single type or body of water, potentially preferring a deep sea trench, coastline, or river system above all others. Over time, such a resident nymph often becomes connected with their aquatic home through sightings and stories, becoming a guardian of the place and, in effect, a manifestation of its personality.
Aquatic Collectors. Curious by nature, naiads often seek out what the seas and rivers claim. As a result, they might be found among sunken ruins and shipwrecks, sifting through the remains for whatever catches their eye. Living creatures aren't exempt from this curiosity, either. Naiads are known to befriend aquatic creatures, or even to keep modest menageries. The occasional star-crossed castaway has even been known to become part of such collections.
Secret Routes of the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time, be it across the sea or along a river a hundred miles inland. Naiads do nothing to dissuade sailors from this belief, and certainly numerous reports tell of charmed nymphs leading lost seafarers home. Yet, if tales of naiad-led galleys appearing amid the headwaters of mountain rivers are true, only the nymphs know for sure.
Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Source: Mythic Odysseys of Theros p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nightmare Shepherd</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>133 (14d10+56)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>15</dex>
    <con>18</con>
    <int>14</int>
    <wis>17</wis>
    <cha>20</cha>
    <save>Con +8, Wis +7</save>
    <skill>Arcana +6, Deception +9, Perception +7, Persuasion +9</skill>
    <passive>17</passive>
    <languages>Abyssal, Common, Infernal</languages>
    <cr>11</cr>
    <resist>cold, necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Aura of Nightmares</name>
      <text>Undead creatures within 30 feet of the shepherd gain a +5 bonus to attack and damage rolls. When any other creature that isn't undead or a construct starts its turn within 30 feet of the shepherd, that creature must succeed on a DC 17 Wisdom saving throw or take 11 (2d10) psychic damage.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The shepherd has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The shepherd makes two attacks: one with its claws and one with its staff.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 16 (3d10) necrotic damage.</text>
      <attack>Claws|+8|2d8+4</attack>
      </action>
    <action>
        <name>Staff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage, or 13 (2d8 + 4) bludgeoning damage if used with two hands, plus 26 (4d12) psychic damage.</text>
      <attack>Staff|+8|2d6+4</attack>
      </action>
    <action>
        <name>Herd the Underworld (Recharges after a Short or Long Rest)</name>
      <text>The shepherd pulls twisted souls from the Underworld; 1d6 shadow (without Sunlight Weakness) arise in unoccupied spaces within 20 feet of the shepherd. The shadows act right after the shepherd on the same initiative count and fight until they're destroyed. They disappear when the shepherd dies.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The shepherd's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: confusion, dispel magic, hold person, suggestion</text>
      </trait>
    <spells>confusion, dispel magic, hold person, suggestion</spells>
    <description>A nightmare shepherd is a gaunt, ashen fiend with leathery wings. It carries a shepherd's crook, which it uses to direct a flock of wandering dead that it torments and occasionally feeds upon.
Source: Mythic Odysseys of Theros p. 221</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nyx-Fleece Ram</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 40 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>12</con>
    <int>3</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the ram moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 5 (2d4) bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The ram has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The ram has advantage on Strength and Dexterity saving throws against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) bludgeoning damage plus 3 (1d6) force damage.</text>
      <attack>Ram|+5|2d4+3</attack>
      </action>
    <description>Touched by the gods, Nyx-fleece rams grow remarkable magical wool. This makes the beasts valuable to heroes and scoundrels alike, who would use their wool for either protection or profit. Divine servants guard the few herds of Nyx-fleece rams dwelling among Theros's loftiest peaks, assuring they don't fall into unworthy hands.
Source: Mythic Odysseys of Theros p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Oracle</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Any alignment</alignment>
    <ac>15 (Blessings Of The Gods)</ac>
    <hp>44 (8d8+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>13</int>
    <wis>16</wis>
    <cha>15</cha>
    <save>Wis +5, Cha +4</save>
    <skill>Insight +5, Persuasion +4, Religion +5</skill>
    <passive>13</passive>
    <languages>Celestial, Common</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Blessings of the Gods</name>
      <text>While the oracle is wearing no armor and wielding no shield, its AC includes its Wisdom modifier. In addition, a creature that hits the oracle with a melee attack while within 5 feet of it takes 9 (2d8) force damage.</text>
      </trait>
    <action>
        <name>Eldritch Touch</name>
      <text>Melee Spell Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) force damage.</text>
      <attack>Eldritch Touch|+5|1d6+3</attack>
      </action>
    <reaction>
        <name>Divine Insight (3/Day)</name>
      <text>When the oracle or a creature it can see makes an attack roll, a saving throw, or an ability check, the oracle can cause the roll to be made with advantage or disadvantage.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oracle's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: guidance, light, thaumaturgy</text>
      <text>3/day each: bless, guiding bolt, healing word, hold person</text>
      <text>1/day each: augury, scrying</text>
      </trait>
    <spells>guidance, light, thaumaturgy, bless, guiding bolt, healing word, hold person, augury, scrying</spells>
    <description>Oracles posses the ability to interpret the patterns and language of Nyx, divining from it the flow of fates and the will of the gods. Most of these gifted—or cursed—mortals communicate with a single god, interpreting their intentions for the wider world. Others aren't aligned with a god and observe the night sky, reading Nyx like a vast, cryptic scroll for insights.
Source: Mythic Odysseys of Theros p. 238</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Oread</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>49 (9d8+9)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>18</cha>
    <save></save>
    <skill>Acrobatics +4, Athletics +4, Performance +6</skill>
    <passive>11</passive>
    <languages>Common, Sylvan</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Invisible in Fire</name>
      <text>The oread is invisible while fully immersed in fire.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The oread has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The oread attacks twice with its fiery touch or fire bolt.</text>
      </action>
    <action>
        <name>Fiery Touch</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 9 (1d10 + 4) fire damage.</text>
      <attack>Fiery Touch|+6|1d10+4</attack>
      </action>
    <action>
        <name>Fire Bolt (Cantrip)</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one target. 5 (1d10) fire damage.</text>
      <attack>Fire Bolt (Cantrip)|+6|1d10</attack>
      </action>
    <reaction>
        <name>Hellish Rebuke (2nd-Level Spell; 1/Day)</name>
      <text>When the oread is damaged by a creature within 60 feet of the oread that it can see, the creature that damaged the oread must make a DC 14 Dexterity saving throw, taking 16 (3d10) fire damage on a failed save, or half as much damage on a successful one.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oread's spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: fire bolt (see "Actions" below)</text>
      <text>3/day: burning hands</text>
      <text>1/day each: hellish rebuke (see "Reactions" below), scorching ray</text>
      </trait>
    <spells>fire bolt, burning hands, hellish rebuke, scorching ray</spells>
    <description>Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces of the earth. These creatures typically dwell in remote mountain crags and near volcanoes, where they caper among the forces of dissolution and rebirth. During avalanches and volcanic eruptions, groups of oreads might race ahead of the destruction, dancing, singing, and doing what they can to maximize the impending devastation.
Honor Among Fey. Hearkening back to some ages-old conflict, oreads refuse to knowingly destroy any land inhabited by another nymph. While they won't work to alter the natural course of destruction, neither will they make another nymph's home part of any calamity they encourage. As a result, part of what makes an alseid's field or a dryad's grove seem so blessed is that oreads go out of their way to leave such sites alone.
Tales of Fire. The followers of Purphoros regard oreads with special reverence, as myths tell of cagey smiths befriending these nymphs and convincing them to aid in creating phenomenal works. In some tales, a smith finds an oread and allows it to relish in the destruction of a novel or remarkable item. In recompense, the oread provides the smith with materials drawn from the burning heart of the world, allowing the smith to create an even greater wonder. In more tales, though, a smith pursues an oread, then later the mortal's associates find familiar tools and a heap of ashes.
Nymphs. Divine servants that inhabit unspoiled corners of the world, nymphs protect places of natural power and infuse their surroundings with the magic of Nyx. Some are benevolent and aid those who live off the land, while others embody violent aspects of nature. In either case, nymphs generally avoid other sapient creatures, preferring to mind the cycles of nature, the daily interplay of wild animals, or other cosmic forces. Occasionally, though, groups of the same kind of nymphs congregate in a place of natural power or beauty. In times of special need, deities tied to facets of nature might employ nymphs as messengers, guardians, or scouts.
Immortal Nature. A nymph doesn't require food, drink, or sleep.
Source: Mythic Odysseys of Theros p. 237</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Phylaskia</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Lawful Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>104 (11d10+44)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>18</con>
    <int>10</int>
    <wis>16</wis>
    <cha>14</cha>
    <save>Con +8, Wis +7</save>
    <skill>Insight +7, Perception +7</skill>
    <passive>17</passive>
    <languages>all</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Gatekeeper's Aura</name>
      <text>Any creature that starts its turn within 10 feet of the phylaskia must make a DC 15 Wisdom saving throw. On a successful save, the creature is immune to this aura for the next 24 hours. On a failed save, the creature has disadvantage on saving throws and its speed is halved until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Undead Fortitude</name>
      <text>If damage reduces the phylaskia to 0 hit points, it must make a Constitution saving throw with a DC equal to 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the phylaskia drops to 1 hit point instead.</text>
      </trait>
    <trait>
        <name>Vigilant</name>
      <text>The phylaskia can't be surprised.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The phylaskia makes two longsword attacks and uses its Strength Drain once.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) slashing damage, or 16 (2d10 + 5) slashing damage if used with two hands, plus 11 (2d10) necrotic damage.</text>
      <attack>Longsword|+9|2d8+5</attack>
      </action>
    <action>
        <name>Strength Drain</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. 12 (2d6 + 5) necrotic damage. Unless the target is immune to necrotic damage, its Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</text>
      <attack>Strength Drain|+9|2d6+5</attack>
      </action>
    <description>These armored skeletal spirits guard the borders of the Underworld and its various wards. Sleepless and merciless, they scrutinize all who would pass, and they slay those who defy them.
Source: Mythic Odysseys of Theros p. 239</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Polukranos</name>
    <size>G</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>232 (15d20+75)</hp>
    <speed>walk 50 ft., swim 50 ft.</speed>
    <str>25</str>
    <dex>15</dex>
    <con>21</con>
    <int>4</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +14</skill>
    <passive>24</passive>
    <languages></languages>
    <cr>19</cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Acidic Blood</name>
      <text>When Polukranos takes piercing or slashing damage, each creature within 5 feet of Polukranos takes 10 (3d6) acid damage.</text>
      </trait>
    <trait>
        <name>Hold Breath</name>
      <text>Polukranos can hold its breath for 1 hour.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Polukranos fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Multiple Heads</name>
      <text>Polukranos has five heads. While it has more than one head, Polukranos has advantage on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious. Whenever Polukranos takes 40 or more damage in a single turn, one of its heads dies. If all its heads die, Polukranos dies. At the end of its turn, it grows two heads for each of its heads that died since its last turn, unless it has taken 40 or more fire damage since its last turn. Polukranos regains 20 hit points for each head regrown in this way.</text>
      </trait>
    <trait>
        <name>Reactive Heads</name>
      <text>For each head Polukranos has beyond one, it gets an extra reaction that can be used only to make opportunity attacks.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>Polukranos deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Wakeful</name>
      <text>While Polukranos sleeps, at least one of its heads is awake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Polukranos makes as many bite attacks as it has heads.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 18 (2d10 + 7) piercing damage.</text>
      <attack>Bite|+13|2d10+7</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 16 (2d8 + 7) bludgeoning damage.</text>
      <attack>Stomp|+13|2d8+7</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 18 (2d10 + 7) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be pushed up to 20 feet away from Polukranos.</text>
      <attack>Tail|+13|2d10+7</attack>
      </action>
    <legendary>
        <text>Polukranos can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Polukranos regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>Polukranos makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Swipe</name>
      <text>Polukranos makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Trampling Charge (Costs 3 Actions)</name>
      <text>Polukranos moves up to 50 feet in a straight line and can move through the space of any creature Huge or smaller. The first time it enters each creature's space during this move, it can make a stomp attack against that creature.</text>
      </legendary>
    <description>Polukranos, called the World Eater, is the mortal manifestation of the eternal ideal of a hydra. In its first incarnation, it fell from Nyx to the mortal world, and so great were its size and strength that the gods Nylea and Heliod combined their power to bind the monster deep within the Nessian Wood. That incarnation was slain, but the eternal ideal remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages often presage an age of menace for all civilization.
What krakens are to the sea and dragons are to the sky, hydras are to the lands of Theros. Various hydras dwell at the fringes of civilization, from the bog-dwelling hydras known across the multiverse to massive ironscale hydras that lurk in deep wildernesses. Beyond even these exist serpentine horrors born of the whims of foul gods, like the legendary hydra Polukranos.
Source: Mythic Odysseys of Theros p. 231</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Returned Drifter</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Neutral</alignment>
    <ac>13 (leather armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>1/4</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Turn Resistance</name>
      <text>The Returned has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Unreadable Face</name>
      <text>The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>Many Returned are pitiable souls who managed to escape from the Underworld only to find themselves stripped of the passions that motivated their flight. Lacking purpose and shunned by the living, these Returned typically seek places where they'll be left in peace, such as lonely tombs or the necropoleis of Asphodel and Odunos. There they go through half-hearted parodies of life, impeded by distraction and ennui. Despite this, even the most languorous Returned defend themselves if threatened and might be pressed into the service of their more willful brethren.
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.
Source: Mythic Odysseys of Theros p. 240</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Returned Kakomantis</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>17</dex>
    <con>14</con>
    <int>13</int>
    <wis>12</wis>
    <cha>15</cha>
    <save></save>
    <skill>Acrobatics +5, Athletics +2, Stealth +5</skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>4</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Fleeting Anger</name>
      <text>If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The Returned has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Unreadable Face</name>
      <text>The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Underworld Bolt</name>
      <text>Ranged Spell Attack: +4 to hit, range 120 ft., one creature. 13 (2d8 + 2) necrotic damage, and the target can't regain hit points until the start of the Returned's next turn. If the target is missing any of its hit points, it instead takes 17 (2d12 + 2) necrotic damage.</text>
      <attack>Underworld Bolt|+4|2d8+2</attack>
      </action>
    <description>Although the dead typically recall little of their lives, some have an obsession with magic that survives both death and rebirth as a Returned. These Returned, called kakomanteis, use their magical prowess to control the energy that suffuses the Underworld.
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.
Source: Mythic Odysseys of Theros p. 240</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Returned Palamnite</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>65 (10d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>17</dex>
    <con>14</con>
    <int>13</int>
    <wis>12</wis>
    <cha>15</cha>
    <save></save>
    <skill>Acrobatics +5, Athletics +2, Stealth +5</skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>4</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Fleeting Anger</name>
      <text>If another creature deals damage to the Returned, the Returned makes attack rolls with advantage until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The Returned has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Unreadable Face</name>
      <text>The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Returned makes two shortsword attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <description>Even death and the loss of their identities can't erase the rage that inspires Returned palamnites. These Returned led violent lives, existences filled with such pain and hatred that violence now suffuses their deathless bodies. Such makes them exceptionally dangerous to the living, as these aimless killers know only suffering and seek to spread it whenever the opportunity arises. While palamnites might wander the world as dangerous, lone murderers, many gravitate to Odunos, where they serve the vicious will of Tymaret the Murder King (see chapter 3).
Returned have escaped the Underworld and dwell among the living once more, but their second lives are rarely what they expected—not that they remember what it was they expected. As a result of having followed the Path of Phenax (see chapter 4), the Returned lose their identities, which manifest as separate beings known as eidolons. The experience of escaping the Underworld also causes them to lose their faces, which become expressionless surfaces with empty eye sockets and gaping mouths. These blank surfaces they cover with distinctive golden masks.
Returned reenter the world blank and undead. No longer possessing the ability to form long-term memories, they generally can't build meaningful relationships or establish new lives. Instead, most experience fleeting emotions and follow hollow routines, their existences reduced to shadow plays without weight or substance.
Source: Mythic Odysseys of Theros p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Returned Sentry</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>15</dex>
    <con>12</con>
    <int>10</int>
    <wis>12</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>1</cr>
    <resist>necrotic</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The Returned has advantage on an attack roll against a creature if at least one of the Returned's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The Returned has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Unreadable Face</name>
      <text>The Returned is immune to any effect that would sense its emotions or read its thoughts. Wisdom (Insight) checks to ascertain the Returned's intentions or sincerity are made with disadvantage.</text>
      </trait>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack, plus 7 (2d6) poison damage.</text>
      <attack>Spear|+5|1d6+3</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>
Source: Mythic Odysseys of Theros p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Satyr Reveler</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>13</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>13</con>
    <int>12</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill>Acrobatics +5, Performance +7, Stealth +5</skill>
    <passive>10</passive>
    <languages>Common, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Enthralling Performance</name>
      <text>If the satyr performs for at least 1 minute, it chooses up to four humanoids within 60 feet of it who watched or listened to the entire performance. Each target must succeed on a DC 13 Wisdom saving throw or be charmed. While charmed in this way, the target idolizes the satyr and will take part in the satyr's revels. The charmed condition ends for the creature after 1 hour, if it takes any damage, if the satyr attacks the target, or if the target witnesses the satyr attacking or damaging any of the target's allies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The satyr has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sleepless Reveler</name>
      <text>Magic can't put the satyr to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The satyr makes two ram attacks or two shortbow attacks.</text>
      </action>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage.</text>
      <attack>Ram|+3|2d4+1</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      </action>
    <description>Pursuing lives of endless reverie, satyr revelers eagerly participate in celebrations wherever they find them. Their boisterous natures go far toward tempting others to eat, drink, and carouse with them. Faced with stodgier individuals or outright rivals, satyr revelers don't balk at using the magic of their music, dance, or other performances to charm opponents into joining their festivities. In the aftermath, these satyrs' foes are more likely to suffer embarrassment and groggy mornings than any lasting harm.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Source: Mythic Odysseys of Theros p. 242</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Satyr Thornbearer</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (leather armor)</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>14</cha>
    <save></save>
    <skill>Perception +5, Performance +6, Stealth +6</skill>
    <passive>15</passive>
    <languages>Common, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The satyr has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sleepless Reveler</name>
      <text>Magic can't put the satyr to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The satyr makes three ram attacks or three shortbow attacks.</text>
      </action>
    <action>
        <name>Ram</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) bludgeoning damage.</text>
      <attack>Ram|+3|2d4+1</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Shortbow|+6|1d6+4</attack>
      </action>
    <action>
        <name>Hail of Arrows (Recharges after a Short or Long Rest)</name>
      <text>The satyr fires an arrow that magically transforms into a flurry of missiles in a 30-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Hail of Arrows (Recharges after a Short or Long Rest)||5d6</attack>
      </action>
    <description>Not all satyrs live lives of pure whimsy. When forced to defend their friends and homes, satyr thornbearers are quick to take up their bows and strike against danger. Particularly amid the dense trees of the Skola Vale, these satyr skirmishers cooperate in loose teams, using guerrilla tactics to harass foes then melt back into the forest. The blessings of Nylea aid the satyrs in protecting their home, and a single arrow from a thornbearer's bow might rain down like a volley from a whole army.
While most satyrs are known for their high spirits, love of revels, and gregarious personalities, these outgoing people are neither naive nor defenseless. Some satyrs delightedly torment stuffy individuals or pull pranks on the unwary, pastimes that can predictably lead to scuffles. If a satyr can't talk their way out of a conflict—or diffuse it with a good-natured distraction—they readily defend themselves, their friends, and their homes in the Skola Vale. With diversions aside, satyrs bend their cleverness toward tactics and methods of ending conflicts as swiftly as possible. This often means turning the same skills that make them famed celebrants toward battle, be it captivating performances or the aim developed through endless games of skill. Once a threat is overcome, though, satyrs are quick to engage in their favorite part of battle: the victory celebration.
Source: Mythic Odysseys of Theros p. 243</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Setessan Hoplite</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Any alignment</alignment>
    <ac>16 (leather armor, shield)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>14</con>
    <int>13</int>
    <wis>16</wis>
    <cha>11</cha>
    <save>Dex +5, Wis +5</save>
    <skill>Acrobatics +5, Perception +5, Survival +5</skill>
    <passive>15</passive>
    <languages>Common</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The hoplite has advantage on an attack roll against a creature if at least one of the hoplite's allies is within 5 feet of the hoplite and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hoplite makes two scimitar attacks or two longbow attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 10 (3d6) poison damage.</text>
      <attack>Scimitar|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Longbow|+5|1d8+3</attack>
      </action>
    <description>Most Setessan hoplites begin their training as hunters, making them skilled in traversing the woods and adept at both guerrilla tactics and archery. Their strategies often emulate the favored servants of Nylea—especially wild beasts like wolves and lynxes. Typically a few soldiers harry an enemy while the rest capitalize on their foe's distraction.
Hoplites are highly trained warriors, versed not only in strategy and tactics but in the glorification of the warrior's spirit, the basis of an ethos that forges an unbreakable bond between members of a military unit. In combat, hoplites typically work in groups and use coordinated tactics to win victories.
The three Hoplite Unit Names tables present the sorts of titles used by hoplite contingents hailing from Theros's great poleis. Consider using these names for military forces characters encounter during their adventures or that they were once a part of.
Setessan Hoplite Unit Names
d8 | Name
1 | Nylea's Arrows
2 | The Watchers
3 | Fangs of Ophis
4 | The Swiftswords
5 | Karametra's Wolves
6 | Defenders of the Grove
7 | Bronze Blades
8 | The Jackals

Source: Mythic Odysseys of Theros p. 229</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Theran Chimera</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>95 (10d10+40)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>19</con>
    <int>3</int>
    <wis>14</wis>
    <cha>10</cha>
    <save>Con +7, Wis +5</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>understands Draconic but can't speak</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Spell Turning</name>
      <text>The chimera has advantage on a saving throw against any spell that targets only the chimera (not an area). If the chimera's saving throw is successful and the spell is of 4th level or lower, the spell has no effect on the chimera and instead targets the caster.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The chimera makes three attacks: one with its claws, one with its head, and one with its tail. When its breath weapon is available, it can use the breath in place of its head or its claws.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage.</text>
      <attack>Claws|+7|2d8+4</attack>
      </action>
    <action>
        <name>Head</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (1d12 + 4) piercing damage.</text>
      <attack>Head|+7|1d12+4</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Tail|+7|2d6+4</attack>
      </action>
    <action>
        <name>Breath Weapon (Recharge 5-6)</name>
      <text>The chimera exhales fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 32 (5d12) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Breath Weapon (Recharge 5-6)||5d12</attack>
      </action>
    <description>The term chimera applies to a wide variety of disparate monsters that combine the features of multiple beasts. While many artistic depictions represent chimeras as an amalgam of lion, ram, and dragon, these beasts appear with nearly endless variations.
The Akroans tell a tale of the first chimera's origin, wherein the god Keranos sought to test Nylea's favorite champion, Renata of Setessa, by creating a beast so deadly that even she would balk at trying to hunt it. When Renata slayed this lion-ram-dragon creation effortlessly, Keranos created another combination of deadlier beasts to challenge her. She slayed that beast, too. Despite countless attempts, Keranos was unable to create a beast that Renata couldn't best.
Chimeras typically roam the deep wilds of the world, constantly seeking a lair that would perfectly suit one of its heads, but then finding it unsatisfying to two-thirds of its being. As a result, a hungry chimera might appear out of a clear sky to pick off prey nearly anywhere. This threat grows even more significant in regions where magic runs rampant or where portals to the realm of Nyx exist, as unrestrained magical energy often causes more chimeras to appear in a region. As such chaotic magic is inherent to a chimera's being, these monsters often manage to shrug off spells cast against them.
Customizing a Chimera
The Theran chimera stat block presents one possible chimera configuration. You may customize these statistics to design your own unique chimera. To do so, simply roll once on one or all of the following tables. Results from the Body Composition table adjust the Theran chimera as described, while results on the Breath Weapons, Head Attacks, and Tail Attacks tables replace those respective actions in the stat block. Theran chimeras always have the Claws action. If the results of multiple tables conflict, chose your preferred result.
Body Composition
d4 | Attack
1 | Plains Creature. The chimera's body is that of a large lowland creature, such as a bull or a bear, and it lacks wings and a flying speed. The chimera is especially resilient, gaining resistance to cold and fire damage.
2 | Coast Creature. The chimera's body is that of a coastal or aquatic creature, such as a heron or a shark. The chimera gains a swimming speed equal to its walking speed and can breathe air and water.
3 | Mountain Creature. The chimera's body is that of a mountain-dwelling creature, such as a ram or a dragon. The chimera doesn't provoke an opportunity attack when it flies out of an enemy's reach.
4 | Swamp Creature. The chimera's body is that of a swamp creature or a cavern-dweller, such as a giant lizard or spider. The chimera gains a climbing speed equal to its walking speed and it can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Head Attacks
d4 | Attack
1 | Bull Horns. If the chimera moves at least 20 feet straight toward a target and then hits it with a head attack on the same turn, the target takes an extra 7 (2d6) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
2 | Shark Bite. The chimera has advantage on a head attack roll against any creature that doesn't have all its hit points.
3 | Unicorn Horn. The chimera's head attack is magical and deals an extra 4 (1d8) radiant damage.
4 | Cockatrice Beak. A creature hit by the chimera's head attack must succeed on a DC 15 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours.

Breath Weapons
d4 | Attack
1 | Lightning Breath (Recharge 5–6). The chimera exhales lightning in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) lightning damage on a failed save, or half as much damage on a successful one.
2 | Tidal Wave Breath (Recharge 5–6). The chimera has an aquatic creature's head that exhales a torrent of acidic water in a 60-foot line that is 5 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw. On failed save, a creature takes 27 (5d10) acid damage and is knocked prone. On a successful save, it takes half as much damage and isn't knocked prone.
3 | Venom Spray (Recharge 5–6). The chimera has a venomous creature's head that exhales a spray of poison in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a target takes 35 (10d6) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
4 | Necrotic Breath (Recharge 5–6). The chimera exhales necrotic energy in a 15-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw, or it takes 31 (7d8) necrotic damage and is unable to regain hit points until the end of its next turn.

Tail Attacks
d4 | Attack
1 | Venomous Tail. The chimera's tail ends in a snake's head or a stinger, which deals piercing damage instead of bludgeoning damage. In addition, when the chimera hits a creature with its tail, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
2 | Perplexing Tail. The chimera has an additional head where its tail should be. The chimera loses its tail attack and makes two head attacks when it takes the Multiattack action. Use the Head Attacks table to determine the nature of the new head.
3 | Shark Tail. The chimera's tail is a large fin. When the chimera hits a creature with its tail, the creature is also pushed up to 10 feet away.
4 | Constricting Tail. The chimera's tail can constrict prey. If the chimera hits a creature with its tail, the target is grappled (escape DC 15) if it is Large or smaller. Until this grapple ends, the target is restrained, and the chimera can't use its tail on another target.

Source: Mythic Odysseys of Theros p. 216</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Triton Master of Waves</name>
    <size>M</size>
    <type>humanoid (triton)</type>
    <alignment>Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>105 (14d8+42)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>10</int>
    <wis>12</wis>
    <cha>19</cha>
    <save>Dex +3, Int +3, Cha +7</save>
    <skill>Athletics +6, Nature +6, Survival +4</skill>
    <passive>11</passive>
    <languages>Common, Primordial</languages>
    <cr>8</cr>
    <resist>cold, fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The triton can breathe air and water.</text>
      </trait>
    <trait>
        <name>Summon Water Weird (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the triton magically summons 1d4 water weird. The summoned weirds appear in unoccupied spaces in water within 60 feet of the triton. The water weirds act immediately after the triton on the same initiative count and fight until they're destroyed. They disappear if the triton dies.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The triton makes two attacks using Wave Touch and casts ray of frost.</text>
      </action>
    <action>
        <name>Wave Touch</name>
      <text>Melee Spell Attack: +7 to hit, reach 5 ft., one target. 22 (4d10) cold damage.</text>
      <attack>Wave Touch|+7|4d10</attack>
      </action>
    <action>
        <name>Ray of Frost (Cantrip)</name>
      <text>Ranged Spell Attack: +7 to hit, range 60 ft., one creature. 13 (3d8) cold damage, and the target's speed is reduced by 10 feet until the start of the triton's next turn.</text>
      <attack>Ray of Frost (Cantrip)|+7|3d8</attack>
      </action>
    <reaction>
        <name>Frigid Shield</name>
      <text>When a creature the triton can see targets the triton with an attack, the triton gains 10 temporary hit points. If the attack hits and reduces the temporary hit points to 0, each creature within 5 feet of the triton takes 9 (2d8) cold damage.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The triton's spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: ray of frost (see "Actions" below)</text>
      <text>2/day: cone of cold</text>
      <text>1/day each: fog cloud, gust of wind, wind wall</text>
      </trait>
    <spells>ray of frost, cone of cold, fog cloud, gust of wind, wind wall</spells>
    <description>Triton masters of waves sculpt storms and change the tides, bending the sea to their will. Drawing forth living currents and the icy cold of the deep, these mages make the ocean their ally, using it to defend their people or enact Thassa's wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean's depths.
Although many masters of waves resent land-dwellers and strike out at those who trespass upon their waters, most are devoted followers of the sea god. Those who share their faith or who bear earnest offerings to Thassa might defuse the tritons' ire—that is, if they survive the deadly winds and waves that typically herald these sea guardians' appearance.
Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore.
Source: Mythic Odysseys of Theros p. 245</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Triton Shorestalker</name>
    <size>M</size>
    <type>humanoid (triton)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>14</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Nature +4, Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages>Common, Primordial</languages>
    <cr>2</cr>
    <resist>cold</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The triton can breathe air and water.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>The triton can take the Disengage or Hide actions as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The triton makes two urchin-spine shortsword attacks.</text>
      </action>
    <action>
        <name>Urchin-Spine Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage. If the damage reduces a creature to 0 hit points, that creature is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Urchin-Spine Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Poisoned Spine</name>
      <text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Poisoned Spine|+5|1d4+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The triton's spellcasting ability is Wisdom (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>1/day each: fog cloud, gust of wind</text>
      </trait>
    <spells>fog cloud, gust of wind</spells>
    <description>Some insults don't wash away with the tides. When surface dwellers threaten the safety of triton communities, impede upon Thassa's holiest depths, or steal the treasures of the deep, triton shorestalkers seek vengeance. Using speed and poison harvested from deadly sea beasts, these triton assassins slip into shallow waters and strike when least expected. Often, surface dwellers don't even realize they've been attacked by shorestalkers, chalking disappearances and deaths up to the innumerable dangers of the sea.
Clever, far-ranging people of the sea, tritons live rich lives unknown to most land-dwelling individuals. While the waves separate most tritons from land-dwellers, occasionally the inhabitants of the surface and the deep come into conflict. In such cases, tritons prove skilled at sabotaging ocean-going vessels, employing water-based magic, and otherwise whipping up the fury of the sea. Few dare insult tritons in their home environment, but those who do and survive often learn that the tritons' wrath doesn't end at the shore.
Source: Mythic Odysseys of Theros p. 244</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tromokratis</name>
    <size>G</size>
    <type>monstrosity (titan)</type>
    <alignment>Any alignment</alignment>
    <ac>22 (natural armor)</ac>
    <hp>409 (21d20+189)</hp>
    <speed>walk 30 ft., swim 80 ft.</speed>
    <str>30</str>
    <dex>11</dex>
    <con>29</con>
    <int>22</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Int +14, Wis +8</save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>26</cr>
    <resist>cold, lightning, thunder</resist>
    <immune>fire; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, restrained</conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>Tromokratis can breathe air and water.</text>
      </trait>
    <trait>
        <name>Hearts of the Kraken (Mythic Trait; Recharges after a Short or Long Rest)</name>
      <text>When Tromokratis is reduced to 0 hit points, it doesn't die or fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an AC of 22 and 100 hit points. It is immune to bludgeoning, piercing, and slashing damage from nonmagical attacks, and it is immune to all conditions. If it is forced to make a saving throw, treat its ability scores as 10 (+0). If it finishes a short or long rest, the carapace heals, any destroyed hearts regenerate, and the hearts are covered again. Tromokratis dies when all the hearts are destroyed.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Tromokratis fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Tromokratis's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>Tromokratis deals double damage to objects and structures.</text>
      </trait>
    <trait>
        <name>Spell-Resistant Carapace</name>
      <text>Tromokratis has advantage on saving throws against spells, and any creature that makes a spell attack against Tromokratis has disadvantage on the attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Tromokratis makes three attacks: one with its pincer, one with its tail, and one with its tentacle grasp.</text>
      </action>
    <action>
        <name>Pincer</name>
      <text>Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 20 (3d6 + 10) bludgeoning damage, and if the target is a creature, it is grappled (escape DC 26). Until the grapple ends, the target is restrained, and Tromokratis can't use this attack on anyone else.</text>
      <attack>Pincer|+18|3d6+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +18 to hit, reach 20 ft., one target. 23 (3d8 + 10) bludgeoning damage, and if the target is a creature, it is knocked prone.</text>
      <attack>Tail|+18|3d8+10</attack>
      </action>
    <action>
        <name>Tentacle Grasp</name>
      <text>Melee Weapon Attack: +18 to hit, reach 20 ft., one creature. 20 (3d6 + 10) bludgeoning damage, and the target is grappled (escape DC 26). If the target doesn't escape by the end of its next turn, Tromokratis throws the target up to 60 feet in a straight line. The target lands prone and takes 21 (6d6) bludgeoning damage.</text>
      <attack>Tentacle Grasp|+18|3d6+10</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +18 to hit, reach 5 ft., one target. 29 (3d12 + 10) piercing damage. If the target is a Large or smaller creature grappled by Tromokratis, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside Tromokratis, and it takes 42 (12d6) acid damage at the start of each of Tromokratis's turns. If Tromokratis takes 50 damage or more on a single turn from a creature inside it, Tromokratis must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of Tromokratis. If Tromokratis dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
      <attack>Bite|+18|3d12+10</attack>
      </action>
    <legendary>
        <text>Tromokratis can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Tromokratis regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>Tromokratis moves up to half its speed.</text>
      </legendary>
    <legendary>
        <name>Tail</name>
      <text>Tromokratis makes one tail attack.</text>
      </legendary>
    <legendary>
        <name>Bite (Costs 3 Actions)</name>
      <text>Tromokratis makes one bite attack.</text>
      </legendary>
    <legendary>
        <name>Mythic Actions</name>
      </legendary>
    <legendary>
        <text>If Tromokratis's mythic trait is active, it can use the options below as legendary actions for 1 hour after using Hearts of the Kraken.</text>
      </legendary>
    <legendary>
        <name>Rampage</name>
      <text>Tromokratis makes two attacks: one with its tail and one with its tentacle grasp.</text>
      </legendary>
    <legendary>
        <name>Coral Growth (Costs 2 Actions)</name>
      <text>Each creature within 10 feet of Tromokratis must make a DC 25 Dexterity saving throw, taking 13 (3d8) slashing damage on a failed save, or half as much damage on a successful one. Until the start of its next turn, Tromokratis and its hearts gain a +2 bonus to AC.</text>
      </legendary>
    <legendary>
        <name>Tromokratis as a Mythic Encounter</name>
      <text>Tromokratis numbers among the most powerful creatures a group of adventurers might face. If you wish to make an encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After its hearts are exposed, Tromokratis can choose one of its mythic actions when it uses a legendary action.</text>
      <text>Read or paraphrase the following text when Tromokratis uses its Hearts of the Kraken trait:</text>
      <text>------</text>
      <text>The titanic monster's carapace cracks, revealing a pulsing, red-purple heart buried amid heaps of blubber and muscle. Fissures run across the beast's ancient shell, revealing three other mighty, ichor-slick organs. The sea terror thrashes, channeling pain into fury.</text>
      <text>------</text>
      <text>Fighting Tromokratis as a mythic encounter is equivalent to taking on two CR 26 creatures in one encounter. Award a party 180,000 XP for defeating Tromokratis after it uses Hearts of the Kraken.</text>
      </legendary>
    <description>Most krakens roam the seas, shattering hulls and scattering fleets, but the kraken Tromokratis notoriously vents its wrath on coastal settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis's great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for Tromokratis.
Source: Mythic Odysseys of Theros p. 254</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Two-Headed Cerberus</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>14</con>
    <int>3</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune>fire, necrotic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Multiheaded</name>
      <text>The cerberus can't be surprised, and it has advantage on saving throws against being knocked unconscious.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cerberus makes two bite attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Breath Weapon (Recharge 5-6)</name>
      <text>The cerberus exhales a 15-foot cone of molten rock. Each creature in the cone must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 12 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 10 hit points, and it is immune to fire, poison, and psychic damage.</text>
      <attack>Breath Weapon (Recharge 5-6)||3d6</attack>
      </action>
    <description>Thought to be a lesser breed of cerberi that have interbred with mortal wolves, two-headed cerberi typically roam the mortal side of the Tartyx River. There they generally ignore—or only modestly menace—the souls of the dead. Such isn't the case for mortals, though, and they eagerly set upon those who tread too close to the Underworld's borders.
Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements.
Source: Mythic Odysseys of Theros p. 215</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Typhon</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>195 (17d12+85)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>10</dex>
    <con>20</con>
    <int>7</int>
    <wis>12</wis>
    <cha>13</cha>
    <save>Con +10</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>15</cr>
    <resist></resist>
    <immune>acid, necrotic</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The typhon has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The typhon regains 20 hit points at the start of its turn. If it takes radiant damage, this trait doesn't function at the start of its next turn. The typhon dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The typhon makes three attacks: one with its Flurry of Bites, one to constrict, and one with its maw.</text>
      </action>
    <action>
        <name>Flurry of Bites</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 35 (8d6 + 7) piercing damage.</text>
      <attack>Flurry of Bites|+12|8d6+7</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +12 to hit, reach 15 ft., one Large or smaller creature. 17 (3d6 + 7) bludgeoning damage, and the target is grappled (escape DC 19). Until this grapple ends, the target is restrained and takes 17 (3d6 + 7) bludgeoning damage at the start of each of its turns. The typhon can have up to two creatures constricted.</text>
      <attack>Constrict|+12|3d6+7</attack>
      </action>
    <action>
        <name>Maw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 26 (3d12 + 7) piercing damage plus 19 (3d12) acid damage.</text>
      <attack>Maw|+12|3d12+7</attack>
      </action>
    <description>Titanic horrors of writhing flesh and gnashing maws, typhons slither through the Underworld seeking only to consume. Once the souls of mortal warlords and cruel tyrants, typhons come into being over ages of festering bitterness and rage. Over time, these souls twist into eternally ravenous monstrosities, which rampage through the realm of the dead, consuming souls by the thousands. The Underworld remains their prison, though, and most would relish nothing more than to escape and slaughter the living once more.
Source: Mythic Odysseys of Theros p. 246</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Underworld Cerberus</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>104 (11d10+44)</hp>
    <speed>walk 60 ft.</speed>
    <str>19</str>
    <dex>12</dex>
    <con>18</con>
    <int>10</int>
    <wis>16</wis>
    <cha>9</cha>
    <save></save>
    <skill>Athletics +7, Perception +9, Stealth +4</skill>
    <passive>19</passive>
    <languages>understands all languages but can't speak</languages>
    <cr>6</cr>
    <resist></resist>
    <immune>fire, necrotic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, stunned</conditionImmune>
    <senses>truesight 30 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the cerberus can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Multiheaded</name>
      <text>The cerberus can't be surprised, and it has advantage on saving throws against being knocked unconscious.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The cerberus has advantage on an attack roll against a creature if at least one of the cerberus's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cerberus makes three bite attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage plus 3 (1d6) fire damage.</text>
      <attack>Bite|+7|2d6+4</attack>
      </action>
    <action>
        <name>Breath Weapon (Recharge 5-6)</name>
      <text>The cerberus exhales a 30-foot cone of molten rock. Each creature in the cone must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one. On a failed save, a creature is also restrained by the hardening rock. A creature can make a DC 15 Strength (Athletics) check as an action, freeing itself or a creature within reach from the rock on a success. The rock has AC 17 and 20 hit points, and it is immune to fire, poison, and psychic damage.</text>
      <attack>Breath Weapon (Recharge 5-6)||6d6</attack>
      </action>
    <description>Three-headed cerberi dwell deep in the Underworld. Terrifying and cunning, they guard portals between the wards of the Underworld, Erebos's greatest treasures, and noteworthy souls who might attempt to escape the realm of the dead. Three-headed cerberi commonly serve demons, but if left to their own devices, they often herd wily souls into labyrinthine Underworld wildernesses, then hunt them for sport.
Feared by the living and the dead, cerberi patrol both banks of the Tartyx River. These multiheaded hounds of the Underworld breathe gouts of molten rock that sear and imprison those who trespass upon the borders of life and death. Most cerberi have a boundless hunger for fresh meat, especially the flesh of humanoids. Villains have been known to exploit that hunger by luring cerberi away from the river and setting them loose on mortal settlements.
Source: Mythic Odysseys of Theros p. 215</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Winged Bull</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Unaligned</alignment>
    <ac>12</ac>
    <hp>95 (10d10+40)</hp>
    <speed>walk 60 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>14</dex>
    <con>18</con>
    <int>6</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Celestial but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the bull moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, the target takes an extra 19 (3d12) piercing damage.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 18 (2d12 + 5) piercing damage.</text>
      <attack>Gore|+7|2d12+5</attack>
      </action>
    <description>Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.
Source: Mythic Odysseys of Theros p. 214</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Winged Lion</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 60 ft., fly 60 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>18</con>
    <int>6</int>
    <wis>14</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands Celestial but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pounce</name>
      <text>If the lion moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the lion can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage.</text>
      <attack>Bite|+7|2d10+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.</text>
      <attack>Claw|+7|2d8+5</attack>
      </action>
    <description>Archons always ride into battle on fearsome winged mounts. Some legends suggest that the mount is actually a physical manifestation of the archon's will, allowing the pair to act with a single mind. The two most common archon mounts are winged bulls and winged lions.
Source: Mythic Odysseys of Theros p. 214</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Woe Strider</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>110 (13d10+39)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>16</con>
    <int>8</int>
    <wis>14</wis>
    <cha>14</cha>
    <save></save>
    <skill>Intimidation +5, Perception +5</skill>
    <passive>15</passive>
    <languages>telepathy 120 ft.</languages>
    <cr>7</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Antimagic Cone</name>
      <text>The woe strider's open mouth creates an area of antimagic, as in the antimagic field spell, in a 60-foot cone. At the start of each of its turns, the woe strider decides which way the cone faces and whether its mouth is open or closed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The woe strider makes two claw attacks and one bite attack. If both claws hit the same creature, the target is grappled (escape DC 14).</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 7 (1d6 + 4) slashing damage plus 3 (1d6) psychic damage.</text>
      <attack>Claw|+7|1d6+4</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature that is grappled, incapacitated, or restrained. 13 (2d8 + 4) piercing damage plus 16 (3d10) psychic damage. In addition, each magic item the creature is carrying that isn't an artifact has its magical properties suppressed for 1 minute.</text>
      <attack>Bite|+7|2d8+4</attack>
      </action>
    <description>Woe striders form from the souls of those who've broken the bonds of destiny. Over centuries, these cosmic blasphemers transform into hunched, long-limbed horrors. Sadistic things, woe striders seek ways to reweave themselves into the tapestry of destiny. This leads them to search for answers within the bowels of other beings, performing murderous haruspicy in pursuit of their discarded cosmic purpose. When they fail to find answers, their unnatural cries cause reality to shudder, undermining magic and sane minds alike.
Source: Mythic Odysseys of Theros p. 247</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Abyssal Wretch</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 20 ft.</speed>
    <str>9</str>
    <dex>12</dex>
    <con>11</con>
    <int>5</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>1/4</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage.</text>
      <attack>Bite|+3|1d8+1</attack>
      </action>
    <description>
Source: Mordenkainen's Tome of Foes p. 136, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Adult Kruthik</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>18 (natural armor)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 40 ft., burrow 20 ft., climb 40 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>15</con>
    <int>7</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Kruthik</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The kruthik has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The kruthik can burrow through solid rock at half its burrowing speed and leaves a 5-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kruthik makes two stab attacks or two spike attacks.</text>
      </action>
    <action>
        <name>Stab</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Stab|+5|1d6+3</attack>
      </action>
    <action>
        <name>Spike</name>
      <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Spike|+5|1d4+3</attack>
      </action>
    <description>
Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.
 — Mordenkainen

Adult Kruthik. It takes six months of steady eating for a young kruthik to reach adult size. The natural life span of an adult kruthik is roughly seven years.
Adult kruthiks grow spiky protrusions on their legs and can fling these dagger-sized spikes at enemies beyond the reach of their claws.
Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 212</description>
    <environment>desert, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Adult Oblex</name>
    <size>M</size>
    <type>ooze</type>
    <alignment>Lawful Evil</alignment>
    <ac>14</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 20 ft.</speed>
    <str>8</str>
    <dex>19</dex>
    <con>16</con>
    <int>19</int>
    <wis>12</wis>
    <cha>15</cha>
    <save>Int +7, Cha +5</save>
    <skill>Deception +5, Perception +4</skill>
    <passive>14</passive>
    <languages>Common plus two more languages</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this distance)</senses>
    <trait>
        <name>Skills</name>
      <text>plus one of the following: Arcana +7, History +7, Nature +7, Religion +7</text>
      </trait>
    <trait>
        <name>Amorphous</name>
      <text>The oblex can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Aversion to Fire</name>
      <text>If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Sulfurous Impersonation</name>
      <text>As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 1d4 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning that the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The oblex makes one pseudopod attack and uses Eat Memories.</text>
      </action>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage plus 5 (2d4) psychic damage.</text>
      <attack>Pseudopod|+7|1d6+4</attack>
      </action>
    <action>
        <name>Eat Memories</name>
      <text>The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 15 Wisdom saving throw or take 18 (4d8) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.</text>
      <attack>Eat Memories||4d8</attack>
      <text>While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.</text>
      <text>When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except for any saving throw proficiencies.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oblex's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no components:</text>
      <text>3/day each: charm person (as 5th-level spell), color spray, detect thoughts, hold person (as 3rd-level spell)</text>
      </trait>
    <spells>charm person, color spray, detect thoughts, hold person</spells>
    <description>
Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.
 — Mordenkainen

Adult and Elder Oblexes. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.
Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.
Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.
Ooze Nature. An oblex doesn't require sleep.

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 218, Infernal Machine Rebuild</description>
    <environment>swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Air Elemental Myrmidon</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>117 (18d8+36)</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>14</con>
    <int>9</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Auran, one language of its creator's choice</languages>
    <cr>7</cr>
    <resist>lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The myrmidon's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The myrmidon makes three flail attacks.</text>
      </action>
    <action>
        <name>Flail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) bludgeoning damage.</text>
      <attack>Flail|+7|1d8+4</attack>
      </action>
    <action>
        <name>Lightning Strike (Recharge 6)</name>
      <text>The myrmidon makes one flail attack. On a hit, the target takes an extra 18 (4d8) lightning damage, and the target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the myrmidon's next turn.</text>
      </action>
    <description>Air Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.
Source: Mordenkainen's Tome of Foes p. 202, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Princes of the Apocalypse p. 212</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Alkilith</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>157 (15d8+90)</hp>
    <speed>walk 40 ft.</speed>
    <str>12</str>
    <dex>19</dex>
    <con>22</con>
    <int>6</int>
    <wis>11</wis>
    <cha>7</cha>
    <save>Dex +8, Con +10</save>
    <skill>Stealth +8</skill>
    <passive>10</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>11</cr>
    <resist>acid, cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The alkilith can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the alkilith is motionless, it is indistinguishable from an ordinary slime or fungus.</text>
      </trait>
    <trait>
        <name>Foment Madness</name>
      <text>Any creature that isn't a demon that starts its turn within 30 feet of the alkilith must succeed on a DC 18 Wisdom saving throw, or it hears a faint buzzing in its head for a moment and has disadvantage on its next attack roll, saving throw, or ability check.</text>
      <text>If the saving throw against Foment Madness fails by 5 or more, the creature is instead subjected to the confusion spell for 1 minute (no concentration required by the alkilith). While under the effect of that confusion, the creature is immune to Foment Madness.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The alkilith has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The alkilith makes three tentacle attacks.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 18 (4d6 + 4) acid damage.</text>
      <attack>Tentacle|+8|4d6+4</attack>
      </action>
    <description>Alkilith. An alkilith is easily mistaken for some kind of foul fungal growth that appears on doorways, windows, and other portals. These dripping infestations conceal the demonic nature of the alkilith, making what should be a dire warning appear strange but otherwise innocuous. Wherever alkiliths take root, they weaken the fabric of reality, creating a portal through which even nastier demons can invade.
Symptoms of Doom. The appearance of an alkilith in the world heralds a great wrongness and an imminent catastrophe. An alkilith searches for an aperture such as a window or a door around which it can take root, stretching its body around the opening and anchoring itself with a sticky secretion. If left undisturbed, the opening becomes attuned to the Abyss and eventually becomes a portal to that plane (see "Planar Portals" in chapter 2 of the Dungeon Master's Guide).
Spawn of Juiblex. Alkiliths spring from the cast-off bits of Juiblex's hideous, shuddering body, then gradually become self-aware and set out to find their way onto the Material Plane. Since most cultists consider them too risky for summoning—they can, after all, create portals to the Abyss—alkiliths must find other escape routes out of their native plane.
Source: Mordenkainen's Tome of Foes p. 130, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Allip</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>17</dex>
    <con>10</con>
    <int>17</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Int +6, Wis +5</save>
    <skill>Perception +5, Stealth +6</skill>
    <passive>15</passive>
    <languages>the languages it knew in life</languages>
    <cr>5</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The allip can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Maddening Touch</name>
      <text>Melee Spell Attack: +6 to hit, reach 5 ft., one target. 17 (4d6 + 3) psychic damage.</text>
      <attack>Maddening Touch|+6|4d6+3</attack>
      </action>
    <action>
        <name>Whispers of Madness</name>
      <text>The allip chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the allip's choice that the allip can see. Constructs and undead are immune to this effect.</text>
      <attack>Whispers of Madness||1d8+3</attack>
      </action>
    <action>
        <name>Howling Babble (Recharge 6)</name>
      <text>Each creature within 30 feet of the allip that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned. Constructs and undead are immune to this effect.</text>
      <attack>Howling Babble (Recharge 6)||2d8+3</attack>
      </action>
    <description>Allip. When a mind uncovers a secret that a powerful being has protected with a mighty curse, the result is often the emergence of an allip. Secrets protected in this manner range in scope from a demon lord's true name to the hidden truths of the cosmic order. The allip acquires the secret, but the curse annihilates its body and leaves behind a spectral creature composed of fragments from the victim's psyche and overwhelming psychic agony.
Blasphemous Secrets. Every allip is wracked with a horrifying insight that torments what remains of its mind. In the presence of other creatures, an allip seeks to relieve this burden by sharing its secret. The creature can impart only a shard of the knowledge that doomed it, but that piece is enough to wrack the recipient with temporary madness.
The survivors of an allip's attack are sometimes left with a compulsion to learn more about what spawned this monstrosity. Strange phrases echo through their minds, and weird visions occupy their dreams. The sense that some colossal truth sits just outside their recall plagues them for days, months, and sometimes years after their fateful encounter.
Undead Nature. An allip doesn't require air, food, drink, or sleep.
Insidious Lore. An allip might attempt to share its lore to escape its curse and enter the afterlife. It can transfer knowledge from its mind by guiding another creature to write down what it knows. This process takes days or possibly weeks. An allip can accomplish this task by lurking in the study or workplace of a scholar. If the allip remains hidden, its victim is gradually overcome by manic energy. A scholar, driven by sudden insights to work night and day, produces reams of text with little memory of exactly what the documents contain. If the allip succeeds, it passes from the world—and its terrible secret hides somewhere in the scholar's text, waiting to be discovered by its next victim.
Source: Mordenkainen's Tome of Foes p. 116, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Amnizu</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>202 (27d8+81)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>11</str>
    <dex>13</dex>
    <con>16</con>
    <int>20</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Dex +7, Con +9, Wis +7, Cha +10</save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Common, Infernal, telepathy 1,000 ft.</languages>
    <cr>18</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the amnizu's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The amnizu has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The amnizu uses Poison Mind. It also makes two attacks: one with its whip and one with its Disruptive Touch.</text>
      </action>
    <action>
        <name>Taskmaster Whip</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 10 (2d4 + 5) slashing damage plus 33 (6d10) force damage.</text>
      <attack>Taskmaster Whip|+11|2d4+5</attack>
      </action>
    <action>
        <name>Disruptive Touch</name>
      <text>Melee Spell Attack: +11 to hit, reach 5 ft., one target. 44 (8d10) necrotic damage.</text>
      <attack>Disruptive Touch|+11|8d10</attack>
      </action>
    <action>
        <name>Poison Mind</name>
      <text>The amnizu targets one or two creatures that it can see within 60 feet of it. Each target must succeed on a DC 19 Wisdom saving throw or take 26 (4d12) necrotic damage and is blinded until the start of the amnizu's next turn.</text>
      <attack>Poison Mind||4d12</attack>
      </action>
    <action>
        <name>Forgetfulness (Recharge 6)</name>
      <text>The amnizu targets one creature it can see within 60 feet of it. That creature must make a DC 18 Intelligence saving throw and on a failure the target is stunned for 1 minute. A stunned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target remains stunned for the full minute, it forgets everything it sensed, experienced, and learned during the last 5 hours.</text>
      </action>
    <reaction>
        <name>Instinctive Charm</name>
      <text>When a creature within 60 feet of the amnizu makes an attack roll against it, and another creature is within the attack's range, the attacker must make a DC 19 Wisdom saving throw. On a failed save, the attacker must target the creature that is closest to it, not including the amnizu or itself. If multiple creatures are closest, the attacker chooses which one to target. If the saving throw is successful, the attacker is immune to the amnizu's Instinctive Charm for 24 hours.</text>
      </reaction>
    <action>
        <name>Variant: Devil Summoning</name>
      <text>Some amnizus have an action that allows them to summon other devils.</text>
      <text>Summon Devil (1/Day). The amnizu summons 2d4 bearded devils or 1d4 barbed devils. A summoned devil appears in an unoccupied space within 60 feet of the amnizu, acts as an ally of the amnizu, and can't summon other devils. It remains for 1 minute, until the amnizu dies, or until its summoner dismisses it as an action</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The amnizu's innate spellcasting ability is Intelligence (spell save DC 19, +11 to hit with spell attacks). The amnizu can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, command</text>
      <text>3/day each: dominate person, fireball</text>
      <text>1/day each: dominate monster, feeblemind</text>
      </trait>
    <spells>charm person, command, dominate person, fireball, dominate monster, feeblemind</spells>
    <description>Amnizus lead the infernal legions into battle and command guardians at the gateways to the Hells. Amnizus are arrogant, bullying, and ruthless, but they're also highly intelligent tacticians and unfailingly loyal—qualities that the hellish archdukes value.
Guarding the River Styx. Some amnizus perform the critical task of watching over the River Styx from fortresses along the river's blighted banks, where it flows through Dis and Stygia. Souls arriving in the form of lemure have no personalities or memories; they're driven only by the desire to commit evil. The amnizus that patrol here drill the rules of the Nine Hells into the new arrivals' pitiful brains and marshal the lemures into legions.
Source: Mordenkainen's Tome of Foes p. 164, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Armanite</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 60 ft.</speed>
    <str>21</str>
    <dex>18</dex>
    <con>21</con>
    <int>8</int>
    <wis>12</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>7</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The armanite has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The armanite's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The armanite makes three attacks: one with its hooves, one with its claws, and one with its serrated tail.</text>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d6 + 5) bludgeoning damage.</text>
      <attack>Hooves|+8|2d6+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 10 (2d4 + 5) slashing damage.</text>
      <attack>Claws|+8|2d4+5</attack>
      </action>
    <action>
        <name>Serrated Tail</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) slashing damage.</text>
      <attack>Serrated Tail|+8|2d10+5</attack>
      </action>
    <action>
        <name>Lightning Lance (Recharge 5-6)</name>
      <text>The armanite looses a bolt of lightning in a line 60 feet long and 10 feet wide. Each creature in the line must make a DC 15 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Lance (Recharge 5-6)||6d8</attack>
      </action>
    <description>Armanite. Great herds of armanites race across the blasted fields of the Abyss, bent on slaughter and death, driven by unrestrained bloodlust. Whether being controlled by more powerful demons or charging into battle for the sake of it, armanites use their claws, hooves, and long, whip-like tails to tear apart their foes.
Live for War. In the armies of the demon lords, armanites perform the role of heavy cavalry, leading the charge and tearing into their enemies' flanks. Armanites fight all the time, even among themselves if they can't find another enemy. They make ideal shock troops, courageous to the point of stupidity and utterly savage.
Walking Arsenal. Part of what makes armanites so fearsome is the number of weapons they have at their disposal. They possess sharp hooves, claws that end in curling talons, and long, serrated tails that can flense the flesh from a victim, and they use them all to carve through their foes. When they are up against tough formations, they can call on their innate magic to loose bolts of lightning and blow holes in the enemy ranks.
Source: Mordenkainen's Tome of Foes p. 131</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Astral Dreadnought</name>
    <size>G</size>
    <type>monstrosity (titan)</type>
    <alignment>Unaligned</alignment>
    <ac>20 (natural armor)</ac>
    <hp>297 (17d20+119)</hp>
    <speed>walk 15 ft., fly 80 ft.</speed>
    <str>28</str>
    <dex>7</dex>
    <con>25</con>
    <int>5</int>
    <wis>14</wis>
    <cha>18</cha>
    <save>Dex +5, Wis +9</save>
    <skill>Perception +9</skill>
    <passive>19</passive>
    <languages></languages>
    <cr>21</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned, prone, stunned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Antimagic Cone</name>
      <text>The astral dreadnought's opened eye creates an area of antimagic, as in the antimagic field spell, in a 150-foot cone. At the start of each of its turns, the dreadnought decides which way the cone faces. The cone doesn't function while the dreadnought's eye is closed or while the dreadnought is blinded.</text>
      </trait>
    <trait>
        <name>Astral Entity</name>
      <text>The astral dreadnought can't leave the Astral Plane, nor can it be banished or otherwise transported out of the Astral Plane.</text>
      </trait>
    <trait>
        <name>Demiplanar Donjon</name>
      <text>Any creature or object that the astral dreadnought swallows is transported to a demiplane that can be entered by no other means except a wish spell or this creature's Donjon Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a ceiling 100 feet high. Like a stomach, it contains the remains of the dreadnought's past meals.</text>
      <text>The dreadnought can't be harmed from within the demiplane. If the dreadnought dies, the demiplane disappears, and everything inside it appears around the corpse. The demiplane is otherwise indestructible.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the astral dreadnought fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>An astral dreadnought's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Sever Silver Cord</name>
      <text>If the astral dreadnought scores a critical hit against a creature traveling through the Astral Plane by means of the astral projection spell, the dreadnought can cut the target's silver cord instead of dealing damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The astral dreadnought makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 36 (5d10 + 9) piercing damage. If the target is a creature of Huge size or smaller and this damage reduces it to 0 hit points or it is incapacitated, the astral dreadnought swallows it. The swallowed target, along with everything it is wearing and carrying, appears in an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon.</text>
      <attack>Bite|+16|5d10+9</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 19 (3d6 + 9) slashing damage.</text>
      <attack>Claw|+16|3d6+9</attack>
      </action>
    <legendary>
        <text>The monstrosity (titan) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The monstrosity (titan) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Claw</name>
      <text>The astral dreadnought makes one claw attack.</text>
      </legendary>
    <legendary>
        <name>Donjon Visit (Costs 2 Actions)</name>
      <text>One creature that is Huge or smaller that the astral dreadnought can see within 60 feet of it must succeed on a DC 19 Charisma saving throw or be magically teleported to an unoccupied space on the floor of the astral dreadnought's Demiplanar Donjon. At the end of the target's next turn, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.</text>
      </legendary>
    <legendary>
        <name>Psychic Projection (Costs 3 Actions)</name>
      <text>Each creature within 60 feet of the astral dreadnought must make a DC 19 Wisdom saving throw, taking 15 (2d10 + 4) psychic damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <description>
Astral dreadnoughts exist for one reason: hubris. Not the hubris of mortals, but the hubris of gods who deem themselves too mighty to be approached and looked upon.
 — Mordenkainen

Astral Dreadnought. Enormous and terrifying monstrosities known as astral dreadnoughts haunt the silvery void of the Astral Plane, causing planar travelers to shudder at the very thought of them. They have been gliding through the astral mists since the dawn of the multiverse, trying to devour all other creatures they encounter.
As big as an ancient red dragon and covered from head to tail in layers of thick, spiked plates, a dreadnought has two gnarled limbs that end in razor-sharp pincer claws. Constellations appear to swirl in the depths of its single eye, and its serpentine, armored tail trails off into the silvery void.
An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs. Some mighty villains have enslaved astral dreadnoughts and used them to terrifying effect.
Antimagic Eye. Astral sailors claim that insanity awaits anyone who gazes into the eye of an astral dreadnought. What one sees reflected in that starry void is the sudden, terrifying realization of one's own mortality. Spellcasters have cause to fear the eye more than others, since it emits a continuous antimagic field. The dreadnought can shut off the effect by simply closing its eye, though it seldom has reason to do so.
Astral Predator. A remorseless, indiscriminate hunter, an astral dreadnought employs terrifying, if unimaginative, tactics. It uses its teeth and claws to tear apart its prey. Instinctively aware of how dangerous spellcasters can be, it maneuvers to keep as many opponents as possible within its antimagic gaze.
An astral dreadnought doesn't have a gullet or a digestive system. Anything it swallows is deposited in a unique demiplane—an enclosed space that contains eons worth of detritus, as well as the remains of dead planar travelers. The place has gravity and breathable air, and organic matter decays there. Although escape from the demiplane is possible with the aid of magic, most creatures arrive here only after they have died. When the dreadnought dies, its demiplane vanishes, and its contents are released into the Astral Plane.
An astral dreadnought doesn't communicate. It simply consumes any prey it finds, then continues its silent patrol. It can't leave the Astral Plane, nor would it want to.
Titans of the Chained God. Tharizdun, the Chained God, created astral dreadnoughts to devour planar travelers who were seeking portals that lead from the Astral Plane to the Outer Planes—portals they might use to gaze upon their gods or realize some dream of godhood.
Astral dreadnoughts don't procreate, so their population can't grow.
Even though githyanki and other astral voyagers hunt the creatures, they rarely see any success, and the dreadnoughts aren't in danger of becoming extinct anytime soon.
Titanic Nature. Although it eats and sleeps if it so desires, an astral dreadnought doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 117</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Autumn Eladrin</name>
    <size>M</size>
    <type>fey (elf)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>16</con>
    <int>14</int>
    <wis>17</wis>
    <cha>18</cha>
    <save></save>
    <skill>Insight +7, Medicine +7</skill>
    <passive>13</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>10</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Enchanting Presence</name>
      <text>Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed by the eladrin for 1 minute. On a successful save, the creature becomes immune to any eladrin's Enchanting Presence for 24 hours.</text>
      <text>Whenever the eladrin deals damage to the charmed creature, the creature can repeat the saving throw, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Fey Step (Recharge 4-6)</name>
      <text>As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The eladrin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage plus 18 (4d8) psychic damage, or 6 (1d10 + 1) slashing damage plus 18 (4d8) psychic damage if used with two hands.</text>
      <attack>Longsword|+5|1d8+1</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 18 (4d8) psychic damage.</text>
      <attack>Longbow|+7|1d8+3</attack>
      </action>
    <reaction>
        <name>Foster Peace</name>
      <text>If a creature charmed by the eladrin hits with an attack roll while within 60 feet of the eladrin, the eladrin magically causes the attack to miss, provided the eladrin can see the attacker.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: calm emotions, sleep</text>
      <text>3/day each: cure wounds (as a 5th-level spell), lesser restoration</text>
      <text>1/day each: greater restoration, heal, raise dead</text>
      </trait>
    <spells>calm emotions, sleep, cure wounds, lesser restoration, greater restoration, heal, raise dead</spells>
    <description>
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
 — Mordenkainen

Autumn Eladrin. Eladrin often enter the autumn season when they are overcome by feelings of goodwill. In this aspect, they defuse conflicts and alleviate suffering by using their magic to heal, to cure, and to relieve any ailment that might afflict the people who come to them for aid. They tolerate no violence in their presence and move quickly to settle disputes, to ensure that peace continues to reign.
Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.
The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.
Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.
Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
Source: Mordenkainen's Tome of Foes p. 195</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Bael</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>189 (18d10+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>24</str>
    <dex>17</dex>
    <con>20</con>
    <int>21</int>
    <wis>24</wis>
    <cha>24</cha>
    <save>Dex +9, Con +11, Int +11, Cha +13</save>
    <skill>Intimidation +13, Perception +13, Persuasion +13</skill>
    <passive>23</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>19</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Dreadful</name>
      <text>Bael can use a bonus action to appear dreadful until the start of his next turn. Each creature, other than a devil, that starts its turn within 10 feet of Bael must succeed on a DC 22 Wisdom saving throw or be frightened until the start of the creature's next turn.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Bael fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Bael has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Bael's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Bael regains 20 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Bael dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Bael makes two melee attacks.</text>
      </action>
    <action>
        <name>Hellish Morningstar</name>
      <text>Melee Weapon Attack: +13 to hit, reach 20 ft., one target. 16 (2d8 + 7) piercing damage plus 13 (3d8) necrotic damage.</text>
      <attack>Hellish Morningstar|+13|2d8+7</attack>
      </action>
    <action>
        <name>Infernal Command</name>
      <text>Each ally of Bael's within 60 feet of him can't be charmed or frightened until the end of his next turn.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>Bael magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <legendary>
        <text>Bael can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Bael regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack (Cost 2 Actions)</name>
      <text>Bael attacks once with his hellish morningstar.</text>
      </legendary>
    <legendary>
        <name>Awaken Greed</name>
      <text>Bael casts charm person or major image.</text>
      </legendary>
    <legendary>
        <name>Infernal Command</name>
      <text>Bael uses his Infernal Command action.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Bael uses his Teleport action.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Bael's innate spellcasting ability is Charisma (spell save DC 21, +13 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing his appearance), animate dead, charm person, detect magic, inflict wounds (as an 8th-level spell), invisibility (self only), major image</text>
      <text>3/day each: counterspell, dispel magic, fly, suggestion, wall of fire</text>
      <text>1/day each: dominate monster, symbol (stunning only)</text>
      </trait>
    <spells>alter self, animate dead, charm person, detect magic, inflict wounds, invisibility, major image, counterspell, dispel magic, fly, suggestion, wall of fire, dominate monster, symbol</spells>
    <description>
Bael, Geryon, Hutijin, Moloch—they are pawns. Even the lords of layers such as Zariel and Mammon are merely more powerful pieces. Archdevils may make dramatic moves, but it is Asmodeus who plays the game best.
 — Mordenkainen

Bael. With the Blood War raging for eons and no end in sight, opportunities abound for ambitious archdevils to win fame, glory, and power in the ongoing struggle against the demons. Duke Bael, one of Mammon's most important vassals, has won fame and acclaim for his victories. Charged with leading sixty-six companies of barbed devil, Bael has proven to be a tactical genius, earning esteem for himself and his master as a result of victory after victory over the abyssal host. Mammon relies on Bael, because of his battle acumen, to safeguard his holdings. Mammon has never been ousted during a time when so many other archdevils have lost their positions, which is a testament to Bael's skill on the battlefield.
For his accomplishments, as well as for the hue of his skin, Baal has been granted the title of Bronze General. His accolades notwithstanding, Bael has had a difficult time navigating the quagmire of infernal politics. His critics call him naive, though never to his face. His primary interest has always been leading soldiers in battle, so he finds it frustrating to have his ambitions of ascending to a higher rank constantly stymied by politically shrewd rivals.
Bael prefers to make servants out of his adversaries, and mortals bound to his service earn their wretched place by falling victim to Bael's superior stratagems. Bael gladly spares the lives of those he defeats, but only if they pledge their souls and service to him. Although he is willing to corrupt almost any being in this way, he always destroys any demons he defeats.
Bael also welcomes mortals into his service if they can provide him with an advantage in his own politicking. He recruits savvy individuals and relies on them to represent his interests at Mammon's court, which leaves Bael free to pursue his battle lust.
Despite his lack of interest in affairs outside battle, or perhaps because of it, Bael has gained a small following of cultists. Those who worship at his altar call him the King of Hell, and the most deluded believe that he is the lord of all devils. In arcane circles, certain writings, such as the dreaded Book of Fire, say that Bael revealed the invisibility spell to the world, though some scholars of magic hotly refute such claims. Bael is sometimes depicted as a toad, a cat, a male human, or some combination of these forms, though none of these images reflect his true appearance.
Source: Mordenkainen's Tome of Foes p. 170</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Balhannoth</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>114 (12d10+48)</hp>
    <speed>walk 25 ft., climb 25 ft.</speed>
    <str>17</str>
    <dex>8</dex>
    <con>18</con>
    <int>6</int>
    <wis>15</wis>
    <cha>8</cha>
    <save>Con +8</save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>understands Deep Speech, telepathy 1 mile</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>blindsight 500 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Legendary Resistance (2/Day)</name>
      <text>If the balhannoth fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The balhannoth makes a bite attack and up to two tentacle attacks, or it makes up to four tentacle attacks.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 25 (4d10 + 3) piercing damage.</text>
      <attack>Bite|+7|4d10+3</attack>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 15) and is moved up to 5 feet toward the balhannoth. Until this grapple ends, the target is restrained, and the balhannoth can't use this tentacle against other targets. The balhannoth has four tentacles.</text>
      <attack>Tentacle|+7|2d6+3</attack>
      </action>
    <legendary>
        <text>The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Bite Attack</name>
      <text>The balhannoth makes one bite attack against one creature it has grappled.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>The balhannoth magically teleports, along with any equipment it is wearing or carrying and any creatures it has grappled, up to 60 feet to an unoccupied space it can see.</text>
      </legendary>
    <legendary>
        <name>Vanish</name>
      <text>The balhannoth magically becomes invisible for up to 10 minutes or until immediately after it makes an attack roll.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>When fighting inside its lair, a balhannoth can use lair actions. On initiative count 20 (losing initiative ties), a balhannoth can take one lair action to cause one of the following effects; the balhannoth can't use the same lair action two rounds in a row:</text>
      <text>• The balhannoth warps reality around it in an area up to 500 feet square. After 10 minutes, the terrain in the area reshapes to assume the appearance of a location sought by one intelligent creature whose mind the balhannoth has read (see Regional Effects below). The transformation affects nonliving material only and can't create anything with moving parts or magical properties. Any object created in this area is, upon close inspection, revealed as a fake. Books are filled with empty pages, golden items are obvious counterfeits, and so on. The transformation lasts until the balhannoth dies or uses this lair action again.</text>
      <text>• The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the target, along with whatever it is wearing and carrying, teleports to an unoccupied space of the balhannoth's choice within 60 feet of it.</text>
      <text>• The balhannoth targets one creature within 500 feet of it. The target must succeed on a DC 16 Wisdom saving throw or the balhannoth becomes invisible to that creature for 1 minute. This effect ends if the balhannoth attacks the target.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A region containing a balhannoth's lair becomes warped by the creature's unnatural presence, which creates one or more of the following effects:</text>
      <text>• Creatures within 1 mile of the balhannoth's lair experience a sensation of being close to whatever they desire most. The sensation grows stronger the closer the creatures come to the balhannoth's lair.</text>
      <text>• The balhannoth can sense the strongest desires of any humanoid within 1 mile of it and learns whether those desires involve a place: a safe location to rest, a temple, home, or somewhere else.</text>
      <text>If the balhannoth dies, these effects end immediately.</text>
      </legendary>
    <description>
There are no virtues in the Shadowfell. Thanks to the balhannoth, even hope is punished with death.
 — Mordenkainen

Balhannoth. Native to the Shadowfell, the vicious, predatory balhannoth alters reality in its lair to make the place appear inviting to travelers. Once they step inside, the balhannoth springs its trap.
False Hope. Thanks to a limited form of telepathy, a balhannoth can sense the desires of other creatures and identify images of places where they expect those desires to be met. The balhannoth then warps reality around it, remaking its environment so that it matches the appearance of the place the creature seeks.
The balhannoth never quite gets all the details right, and plenty of incongruities might give away the deception, but the imitation is good enough to fool desperate creatures into stumbling into the monster's clutches.
Malevolent Entities. A balhannoth thrives on fear and despair, taking pleasure in the horror its victims experience. It terrorizes its prey by using its reality—warping powers to mask its presence until it can snatch the target. Then it teleports away to feed on its victims.
Useful Slaves. Drow hunting parties and other denizens of the Underdark sometimes venture into the Shadowfell to capture balhannoths. They install the creatures as guardians, protecting passages from enemy intruders and cutting off avenues of retreat or watching over slaves.
A Balhannoth's Lair
In the Shadowfell, balhannoths make their lairs near places inhabited by creatures they hunt. They typically haunt well-traveled roads and paths, snatching people who come along. A balhannoth that has been captured and exploited by drow might lair in caves near Underdark passages and guard the ways in and out of a drow enclave.
Source: Mordenkainen's Tome of Foes p. 119</description>
    <environment>coastal, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Baphomet</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>275 (19d12+152)</hp>
    <speed>walk 40 ft.</speed>
    <str>30</str>
    <dex>14</dex>
    <con>26</con>
    <int>18</int>
    <wis>24</wis>
    <cha>16</cha>
    <save>Dex +9, Con +15, Wis +14</save>
    <skill>Intimidation +17, Perception +14</skill>
    <passive>24</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>23</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10) piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone.</text>
      </trait>
    <trait>
        <name>Labyrinthine Recall</name>
      <text>Baphomet can perfectly recall any path he has traveled, and he is immune to the maze spell.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Baphomet fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Baphomet has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Baphomet's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Reckless</name>
      <text>At the start of his turn, Baphomet can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against him have advantage until the start of his next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Baphomet makes three attacks: one with Heartcleaver, one with his bite, and one with his gore attack.</text>
      </action>
    <action>
        <name>Heartcleaver</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 21 (2d10 + 10) slashing damage.</text>
      <attack>Heartcleaver|+17|2d10+10</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 19 (2d8 + 10) piercing damage.</text>
      <attack>Bite|+17|2d8+10</attack>
      </action>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 17 (2d6 + 10) piercing damage.</text>
      <attack>Gore|+17|2d6+10</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of Baphomet's choice within 120 feet of him and aware of him must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. These later saves have disadvantage if Baphomet is within line of sight of the creature.</text>
      <text>If a creature succeeds on any of these saves or the effect ends on it, the creature is immune to Baphomet's Frightful Presence for the next 24 hours.</text>
      </action>
    <legendary>
        <text>Baphomet can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Baphomet regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Heartcleaver Attack</name>
      <text>Baphomet makes a melee attack with Heartcleaver.</text>
      </legendary>
    <legendary>
        <name>Charge (Costs 2 Actions)</name>
      <text>Baphomet moves up to his speed, then makes a gore attack.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Baphomet can take a lair action to cause one of the following magical effects; he can't use the same effect two rounds in a row:</text>
      <text>• Baphomet seals one doorway or other entryway within the lair. The opening must be unoccupied. It is filled with solid stone for 1 minute or until Baphomet creates this effect again.</text>
      <text>• Baphomet chooses a room within the lair that is no larger in any dimension than 100 feet. Until the next initiative count 20, gravity is reversed within that room. Any creatures or objects in the room when this happens fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if he's in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.</text>
      <text>• Baphomet casts mirage arcane, affecting a room within the lair that is no larger in any dimension than 100 feet. The effect ends on the next initiative count 20.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Baphomet's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Plant life within 1 mile of the lair grows thick and forms walls of trees, hedges, and other flora in the form of small mazes.</text>
      <text>• Beasts within 1 mile of the lair become frightened and disoriented, as though constantly under threat of being hunted, and might lash out or panic even when no visible threat is nearby.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Baphomet dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Baphomet</name>
      <text>If a creature goes mad in Baphomet's lair or within line of sight of the demon lord, roll on the Madness of Baphomet table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Baphomet</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "My anger consumes me. I can't be reasoned with when my rage has been stoked."</text>
      <text>21–40 | "I degenerate into beastly behavior, seeming more like a wild animal than a thinking being."</text>
      <text>41–60 | "The world is my hunting ground. Others are my prey."</text>
      <text>61–80 | "Hate comes easily to me and explodes into rage."</text>
      <text>81–00 | "I see those who oppose me not as people, but as beasts meant to be preyed upon."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Baphomet's spellcasting ability is Charisma (spell save DC 18). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic</text>
      <text>1/day: teleport</text>
      <text>3/day each: dispel magic, dominate beast, hunter's mark, maze, wall of stone</text>
      </trait>
    <spells>detect magic, teleport, dispel magic, dominate beast, hunter's mark, maze, wall of stone</spells>
    <description>Baphomet. Civilization is weakness and savagery is strength in the credo of Baphomet, the Horned King and the Prince of Beasts. He rules over minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial natures, for Baphomet envisions a world without restraint, where creatures live out their most savage desires.
Cults devoted to Baphomet use mazes and complex knots as their emblems, creating secret places to indulge themselves, including labyrinths of the sort their master favors. Bloodstained crowns and weapons of iron and brass decorate their profane altars.
Over time, Baphomet's cultists become tainted by his influence, gaining bloodshot eyes and coarse, thickening hair. Small horns eventually sprout from the forehead. In time, a devoted cultist might transform entirely into a minotaur—considered the greatest gift of the Prince of Beasts.
Baphomet appears as a great, black-furred minotaur, 20 feet tall with six iron horns. An infernal light burns in his red eyes. Although he is filled with bestial blood lust, there lies within him a cruel and cunning intellect devoted to subverting all of civilization.
Baphomet wields a great glaive called Heartcleaver. He sometimes casts this deadly weapon aside so that he can charge his enemies and gore them with his horns, trampling them into the earth and rending them with his teeth like a beast.
Baphomet's Lair
Baphomet's lair is his palace, the Lyktion, which is on the layer of the Abyss called the Endless Maze. Nestled within the twisting passages of the plane-wide labyrinth, the Lyktion is immaculately maintained and surrounded by a moat constructed in the fashion of a three-dimensional maze. The palace itself is a towering structure whose interior is as labyrinthine as the plane on which it resides, populated by minotaur, goristro, and quasit.
Source: Mordenkainen's Tome of Foes p. 143, Out of the Abyss p. 235, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Berbalang</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>38 (11d8-11)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>9</str>
    <dex>16</dex>
    <con>9</con>
    <int>17</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Dex +5, Int +5</save>
    <skill>Arcana +5, History +5, Insight +2, Perception +2, Religion +5</skill>
    <passive>12</passive>
    <languages>all but rarely speaks</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Spectral Duplicate (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the berbalang creates one spectral duplicate of itself in an unoccupied space it can see within 60 feet of it. While the duplicate exists, the berbalang is unconscious. A berbalang can have only one duplicate at a time. The duplicate disappears when it or the berbalang drops to 0 hit points or when the berbalang dismisses it (no action required).</text>
      <text>The duplicate has the same statistics and knowledge as the berbalang, and everything experienced by the duplicate is known by the berbalang. All damage dealt by the duplicate's attacks is psychic damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The berbalang makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage.</text>
      <attack>Bite|+5|1d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.</text>
      <attack>Claws|+5|2d4+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The berbalang's innate spellcasting ability is Intelligence (spell save DC 13). The berbalang can innately cast the following spells, requiring no material components:</text>
      <text>At will: speak with dead</text>
      <text>1/day: plane shift (self only)</text>
      </trait>
    <spells>speak with dead, plane shift</spells>
    <description>Berbalang. Berbalangs creep across the petrified remains of dead gods adrift on the Astral Plane. Obsessed with gathering secrets, both from the gods they inhabit and from the bones of dead creatures, they call forth the spirits of the dead and force them to divulge what they learned in life.
Speakers of the Dead. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to these creatures, thus preserving the information they gain.
Spectral Spy. The pursuit of knowledge drives everything berbalangs do. Although they mostly learn their secrets from the dead, they aren't above spying on the living to take knowledge from them as well. A berbalang can create a spectral duplicate of itself and send the duplicate out to gather information on other planes by watching places where the gods and their servants gather. When a berbalang is perceiving its environment through its duplicate, its actual body is unconscious and can't protect or nourish itself. Thus, a berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.
Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling the planes. Berbalangs ignore petitioners, however, unless they come bearing a choice secret or the bones of a particularly interesting creature. Githyanki have found a way to coexist with berbalangs, and sometimes use the creatures to spy on their enemies and to watch over their crèches on the Material Plane.
Source: Mordenkainen's Tome of Foes p. 120</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Black Abishai</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>14</str>
    <dex>17</dex>
    <con>14</con>
    <int>13</int>
    <wis>16</wis>
    <cha>11</cha>
    <save>Dex +6, Wis +6</save>
    <skill>Perception +6, Stealth +6</skill>
    <passive>16</passive>
    <languages>Draconic, Infernal, telepathy 120 ft.</languages>
    <cr>7</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>acid, fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the abishai's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abishai has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The abishai's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the abishai can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abishai makes three attacks: two with its scimitar and one with its bite.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar|+6|1d6+3</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) piercing damage plus 9 (2d8) acid damage.</text>
      <attack>Bite|+6|1d10+3</attack>
      </action>
    <action>
        <name>Creeping Darkness (Recharge 6)</name>
      <text>The abishai casts darkness at a point within 120 feet of it, requiring no components. Wisdom is its spellcasting ability for this spell. While the spell persists, the abishai can move the area of darkness up to 60 feet as a bonus action.</text>
      </action>
    <description>Black Abishai. Expert assassins and infiltrators, black abishais can weave shadows to mask their presence, allowing them to reach a location from where they can deliver a fatal strike to their targets.
Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.
There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 160</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Blue Abishai</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>195 (26d8+78)</hp>
    <speed>walk 30 ft., fly 50 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>17</con>
    <int>22</int>
    <wis>23</wis>
    <cha>18</cha>
    <save>Int +12, Wis +12</save>
    <skill>Arcana +12</skill>
    <passive>16</passive>
    <languages>Draconic, Infernal, telepathy 120 ft.</languages>
    <cr>17</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the abishai's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abishai has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The abishai's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abishai makes two attacks: one with its quarterstaff and one with its bite.</text>
      </action>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+8|1d6+2</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d10 + 2) piercing damage plus 14 (4d6) lightning damage.</text>
      <attack>Bite|+8|2d10+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The abishai is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The abishai has the following wizard spells prepared:</text>
      <text>Cantrips (at will): friends, mage hand, message, minor illusion, shocking grasp</text>
      <text>• 1st level (4 slots): chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave</text>
      <text>• 2nd level (3 slots): darkness, mirror image, misty step</text>
      <text>• 3rd level (3 slots): dispel magic, fear, lightning bolt</text>
      <text>• 4th level (3 slots): dimension door, greater invisibility, ice storm</text>
      <text>• 5th level (2 slots): cone of cold, wall of force</text>
      <text>• 6th level (1 slots): chain lightning</text>
      <text>• 7th level (1 slots): teleport</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>friends, mage hand, message, minor illusion, shocking grasp, chromatic orb, disguise self, expeditious retreat, magic missile, charm person, thunderwave, darkness, mirror image, misty step, dispel magic, fear, lightning bolt, dimension door, greater invisibility, ice storm, cone of cold, wall of force, chain lightning, teleport</spells>
    <description>Blue Abishai. Seekers of forgotten lore and lost relics, blue abishais are the most cunning and learned of their kind. Their research into occult subjects gleaned from tomes and grimoires plundered from across the multiverse enables them to become accomplished spellcasters. They use their magic to devastate their mistress's enemies.
Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.
There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 161</description>
    <environment>coastal, urban</environment>
    </monster>
  <monster>
      <name>Boneclaw</name>
    <size>L</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>127 (17d10+34)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>15</con>
    <int>13</int>
    <wis>15</wis>
    <cha>9</cha>
    <save>Dex +7, Con +6, Wis +6</save>
    <skill>Perception +6, Stealth +7</skill>
    <passive>16</passive>
    <languages>Common plus the main language of its master</languages>
    <cr>12</cr>
    <resist>cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rejuvenation</name>
      <text>While its master lives, a destroyed boneclaw gains a new body in 1d10 hours, with all its hit points. The new body appears within 1 mile of the boneclaw's master.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the boneclaw can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The boneclaw makes two claw attacks.</text>
      </action>
    <action>
        <name>Piercing Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 20 (3d10 + 4) piercing damage. If the target is a creature, the boneclaw can pull the target up to 10 feet toward itself, and the target is grappled (escape DC 14). The boneclaw has two claws. While a claw grapples a target, the claw can attack only that target.</text>
      <attack>Piercing Claw|+8|3d10+4</attack>
      </action>
    <action>
        <name>Shadow Jump</name>
      <text>If the boneclaw is in dim light or darkness, each creature of the boneclaw's choice within 5 feet of it must succeed on a DC 14 Constitution saving throw or take 34 (5d12 + 2) necrotic damage.</text>
      <attack>Shadow Jump||5d12+2</attack>
      <text>The boneclaw then magically teleports up to 60 feet to an unoccupied space it can see. It can bring one creature it's grappling, teleporting that creature to an unoccupied space it can see within 5 feet of its destination. The destination spaces of this teleportation must be in dim light or darkness.</text>
      </action>
    <reaction>
        <name>Deadly Reach</name>
      <text>In response to a visible enemy moving into its reach, the boneclaw makes one claw attack against that enemy. If the attack hits, the boneclaw can make a second claw attack against the target.</text>
      </reaction>
    <description>Boneclaw. A wizard who tries to become a lich but fails might become a boneclaw instead. These hideous, cackling undead share a few of the lich's attributes—but where liches are immortal masters of the arcane, boneclaws are slaves to darkness, hatred, and pain.
The most important part of the transformation ritual occurs when the soul of the aspiring lich migrates to a prepared phylactery. If the spellcaster is too physically or magically weak to compel the soul into its prison, the soul instead seeks out a new master—a humanoid within a few miles who has an unusually hate-filled heart. The soul bonds itself to the foul essence it finds in that person, and the boneclaw becomes forever enslaved to its new master's wishes and subconscious whims. It forms near its master, sometimes appearing before that individual to receive orders and other times simply setting about the fulfillment of its master's desires.
Limited Immortality. A boneclaw can't be destroyed while its master lives. No matter what happens to a boneclaw's body, it re-forms within hours and returns to whatever duty its master assigned.
The boneclaw can serve only evil. If its master finds redemption or sincerely turns away from the path of evil, the boneclaw is permanently destroyed.
Cackling Slayers. Boneclaws delight in murder, and nothing pleases them more than causing horrific pain. They lurk like spiders in shadowy recesses, waiting for victims to approach within reach of their long, bony limbs. Once speared, a creature is pulled into the darkness to be sliced apart or teleported elsewhere to be tortured to death.
Dark Reflections. A boneclaw's master might not want such a servant or even know it has one. Boneclaws bind to petty criminals, bullies, and even particularly cruel children. Even if the master is unaware of its new, horrid bodyguard, its local area will be plagued by disappearances and grisly murders, tied together by the common thread of the master's envy or hunger for revenge.
Undead Nature. A boneclaw doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 121, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak</description>
    <environment>arctic, desert, urban</environment>
    </monster>
  <monster>
      <name>Bronze Scout</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 30 ft., burrow 30 ft.</speed>
    <str>10</str>
    <dex>16</dex>
    <con>11</con>
    <int>3</int>
    <wis>14</wis>
    <cha>1</cha>
    <save></save>
    <skill>Perception +6, Stealth +7</skill>
    <passive>16</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Earth Armor</name>
      <text>The bronze scout doesn't provoke opportunity attacks when it burrows.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The bronze scout has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) lightning damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Lightning Flare (Recharges after a Short or Long Rest)</name>
      <text>Each creature in contact with the ground within 15 feet of the bronze scout must make a DC 13 Dexterity saving throw, taking 14 (4d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Lightning Flare (Recharges after a Short or Long Rest)||4d6</attack>
      </action>
    <description>The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.
Constructed Nature. A clockwork doesn't require air, food, drink, or sleep.
Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Clockwork Enhancements
d10 | Enhancement
1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
3 | Improved Armor. The clockwork's AC increases by 2.
4 | Increased Speed. The clockwork's speed increases by 10 feet.
5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 | Suction. The clockwork gains a climbing speed of 30 feet.
9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions
d10 | Malfunction
1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 | Ground Fault. The clockwork has vulnerability to lightning damage.
4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Source: Mordenkainen's Tome of Foes p. 125</description>
    <environment>forest, grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Bulezau</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>17</con>
    <int>8</int>
    <wis>9</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>Abyssal, telepathy 60 ft.</languages>
    <cr>3</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Rotting Presence</name>
      <text>When any creature that isn't a demon starts its turn within 30 feet one or more bulezaus, that creature must succeed on a DC 13 Constitution saving throw or take 1d6 necrotic damage plus 1 necrotic damage for each bulezau within 30 feet of it.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The bulezau's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.</text>
      </trait>
    <trait>
        <name>Sure-Footed</name>
      <text>The bulezau has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.</text>
      </trait>
    <action>
        <name>Barbed Tail</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 8 (1d12 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned until the disease ends. While poisoned in this way, the target sports festering boils, coughs up flies, and sheds rotting skin, and the target must repeat the saving throw after every 24 hours that elapse. On a successful save, the disease ends. On a failed save, the target's hit point maximum is reduced by 4 (1d8). The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Barbed Tail|+4|1d12+2</attack>
      </action>
    <description>Bulezau. Diseased manifestations of animalistic rage, bulezaus embody the violence of nature. Across the Abyss, bulezaus lurk in deep canyons and lofty crags, and many find a place in the ranks of the demon lords' armies, serving as foot soldiers in the Abyss's endless warring.
Bloodlust. Bulezaus crave violence. Their eagerness to kill and willingness to die make them common members of any demon lord's entourage. When not being corralled by larger and tougher demons, bulezaus gather into scrabbling mobs, wrestling and fighting among themselves until a better target comes along or until a stronger demon bullies them into subservience.
Repulsive. Disfiguring ailments plague bulezaus: crusted eyes, maggots wriggling in open sores, and a reek of rotten meat that follows them wherever they go.
Source: Mordenkainen's Tome of Foes p. 131, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Cadaver Collector</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>189 (18d10+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>21</str>
    <dex>14</dex>
    <con>20</con>
    <int>5</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands all languages but can't speak</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The cadaver collector has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Summon Specters (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the cadaver collector calls up the enslaved spirits of those it has slain; 1d6 specter (without Sunlight Sensitivity) arise in unoccupied spaces within 15 feet of the cadaver collector. The specters act right after the cadaver collector on the same initiative count and fight until they're destroyed. They disappear when the cadaver collector is destroyed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cadaver collector makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 18 (3d8 + 5) bludgeoning damage plus 16 (3d10) necrotic damage.</text>
      <attack>Slam|+10|3d8+5</attack>
      </action>
    <action>
        <name>Paralyzing Breath (Recharge 5-6)</name>
      <text>The cadaver collector releases paralyzing gas in a 30-foot cone. Each creature in that area must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.</text>
      </action>
    <description>
Cadaver collectors cannot summon specters of those they have not slain, nor will slain specters return to one. Starve it of victims, and then do not attack until you can be sure you'll destroy it. Meteor swarm works well.
 — Mordenkainen

Cadaver Collector. The ancient war machines known as cadaver collectors lumber aimlessly across the blasted plains of Acheron until they are called upon by a necromancer, hobgoblin general, or other evil warlord to bolster the ranks of a conquering army. These fearsome constructs obey their summoners until being dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead. Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a great battle—either where one is in progress, where one is imminent, or where one once took place. They encase themselves in the armor and weapons of fallen warriors and impale the corpses of those warriors on the lances and other weapons embedded in their salvaged armor.
Conjured Berserkers. Corpses that accumulate on the construct's shell aren't just grisly battle trophies. A cadaver collector can summon the spirits of these cadavers to join battle with its enemies and to paralyze more creatures for eventual impalement. Although these specters are individually weak, a cadaver collector can call up an almost endless supply of them, if given time.
Constructed Nature. A cadaver collector doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 122</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Canoloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>120 (16d8+48)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>17</con>
    <int>5</int>
    <wis>17</wis>
    <cha>12</cha>
    <save></save>
    <skill>Investigation +3, Perception +9</skill>
    <passive>19</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>8</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft., truesight 120 ft.</senses>
    <trait>
        <name>Dimensional Lock</name>
      <text>Other creatures can't teleport to or from a space within 60 feet of the canoloth. Any attempt to do so is wasted.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The canoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The canoloth's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Uncanny Senses</name>
      <text>The canoloth can't be surprised while it isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The canoloth makes two attacks: one with its tongue or its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 25 (6d6 + 4) piercing damage.</text>
      <attack>Bite|+7|6d6+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 15 (2d10 + 4) slashing damage.</text>
      <attack>Claws|+7|2d10+4</attack>
      </action>
    <action>
        <name>Tongue</name>
      <text>Ranged Weapon Attack: +7 to hit, range 30 ft., one target. 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, it is grappled (escape DC 15), pulled up to 30 feet toward the canoloth, and is restrained until the grapple ends. The canoloth can grapple one target at a time with its tongue.</text>
      <attack>Tongue|+7|2d12+4</attack>
      </action>
    <description>
Canoloths are fundamentally lazy creatures. Given no reason to attack, they rarely rise to the bait.
 — Mordenkainen

Canoloth. Canoloths prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more, never any less.
With senses sharp enough to pinpoint the locations of nearby invisible creatures, canoloths respond unfailingly to any threat to their charges. Furthermore, they emit a magical distortion field that prevents creatures close to them from teleporting.
Canoloths confront intruders with swift and terrible force, projecting long, spiny tongues to grab their foes and drag them close. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds onto its prisoner, but if given the order to do so, it tears its prey limb from limb.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 247</description>
    <environment>coastal, underdark, urban</environment>
    </monster>
  <monster>
      <name>Choker</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>13 (3d6+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>4</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>11</passive>
    <languages>Deep Speech</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aberrant Quickness (Recharges after a Short or Long Rest)</name>
      <text>The choker can take an extra action on its turn.</text>
      </trait>
    <trait>
        <name>Boneless</name>
      <text>The choker can move through and occupy a space as narrow as 4 inches wide without squeezing.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The choker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The choker makes two tentacle attacks.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 3 (1d6) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the choker can't use this tentacle on another target. The choker has two tentacles. If this attack is a critical hit, the target also can't breathe or speak until the grapple ends.</text>
      <attack>Tentacle|+5|1d4+3</attack>
      </action>
    <description>
Chokers are cowardly and dimwitted creatures, useless as guard beasts, and utterly awful as servants. Yet for wizards of shorter stature, securing one as a familiar does negate the need for a ladder.
 — Mordenkainen

Choker. The choker is a subterranean predator far more dangerous than its small size and spindly, rubbery limbs would suggest.
Chokers have cartilage rather than a bony skeleton. This flexible internal structure enables them to easily slip into narrow fissures and niches in the walls of their cavern homes. They lurk in these spots, silent and unseen, waiting for prey to happen by.
Sly Trappers. A choker's usual method for luring prey involves positioning the body of its latest catch just outside its hiding spot. Whenever it gets hungry, it tears off a few chunks of flesh to feed itself. In the meantime, the corpse serves to entice other curious humanoids—explorers, drow, duergar, or the choker's favorite prey, goblins—to come within reach.
When a target presents itself, the choker's starfish-shaped hands dart out of its hiding spot, wrap around the victim's throat, and pin the unfortunate creature against the cavern wall while choking out its life. Because its arms are so long, the choker can keep its body deep inside the crevice where it hides, beyond the reach of most normal weapons.
Lone Hunters. Chokers tend to set their ambushes alone, rather than working in concert, but where one creature is found, others are likely to be nearby. They communicate through eerie, keening howls that travel long distances through rock but are difficult to identify or locate in a typical echo-filled cavern.
Source: Mordenkainen's Tome of Foes p. 123, Tales from the Yawning Portal p. 232</description>
    <environment>forest, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Corpse Flower</name>
    <size>L</size>
    <type>plant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>127 (15d10+45)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>16</con>
    <int>7</int>
    <wis>15</wis>
    <cha>3</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, deafened</conditionImmune>
    <senses>blindsight 120 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Corpses</name>
      <text>When first encountered, a corpse flower contains the corpses of 1d6 + 3 humanoids. A corpse flower can hold the remains of up to nine dead humanoids. These remains have total cover against attacks and other effects outside the corpse flower. If the corpse flower dies, the corpses within it can be pulled free.</text>
      <text>While it has at least one humanoid corpse in its body, the corpse flower can use a bonus action to do one of the following:</text>
      <text>• The corpse flower digests one humanoid corpse in its body and instantly regains 11 (2d10) hit points. Nothing of the digested body remains. Any equipment on the corpse is expelled from the corpse flower in its space.</text>
      <text>• The corpse flower animates one dead humanoid in its body, turning it into a zombie. The zombie appears in an unoccupied space within 5 feet of the corpse flower and acts immediately after it in the initiative order. The zombie acts as an ally of the corpse flower but isn't under its control, and the flower's stench clings to it (see the Stench of Death trait).</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The corpse flower can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Stench of Death</name>
      <text>Each creature that starts its turn within 10 feet of the corpse flower or one of its zombies must make a DC 14 Constitution saving throw, unless the creature is a construct or undead. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The corpse flower makes three tentacle attacks.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 9 (2d6 + 2) bludgeoning damage, and the target must succeed on a DC 14 Constitution saving throw or take 14 (4d6) poison damage.</text>
      <attack>Tentacle|+5|2d6+2</attack>
      <attack>Tentacle||4d6</attack>
      </action>
    <action>
        <name>Harvest the Dead</name>
      <text>The corpse flower grabs one unsecured dead humanoid within 10 feet of it and stuffs the corpse into itself, along with any equipment the corpse is wearing or carrying. The remains can be used with the Corpses trait.</text>
      </action>
    <description>
Corpse-flower seedlings are quite useful for various purposes. Simply kill and bury a necromancer, and you should have a good crop in about a week.
 — Mordenkainen

Corpse Flower. A corpse flower can sprout atop the grave of an evil necromancer or the remains of powerful undead. Unless it is uprooted and burned while it is still a seedling, the corpse flower grows to enormous size over several weeks, then tears itself free of the earth and begins scavenging humanoid corpses from battlefields and graveyards. Using its fibrous tentacles, it stuffs the remains into its body and feeds on carrion to repair itself. The plant has a malevolent bent and despises the living.
Horrible Odor. With or without humanoid corpses nested in its body, a corpse flower exudes a stench of decay that can overwhelm the senses of nearby creatures, causing them to become nauseated. The stench, which serves as a defense mechanism, fades 2d4 days after the corpse flower dies.
Source: Mordenkainen's Tome of Foes p. 127</description>
    <environment>forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Deathlock</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>10</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save>Int +4, Cha +5</save>
    <skill>Arcana +4, History +4</skill>
    <passive>11</passive>
    <languages>the languages it knew in life</languages>
    <cr>4</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Turn Resistance</name>
      <text>The deathlock has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Deathly Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) necrotic damage.</text>
      <attack>Deathly Claw|+4|2d6+2</attack>
      </action>
    <action>
        <name>Variant: Patron-Specific Spells</name>
      <text>You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.</text>
      <text>Archfey patron: blink, faerie fire, hunger of Hadar, hypnotic pattern, phantasmal force, sleep</text>
      <text>Fiend patron: blindness/deafness, burning hands, command, fireball, hellish rebuke, scorching ray</text>
      <text>Great Old One patron: armor of Agathys, detect thoughts, dissonant whispers, hunger of Hadar, Tasha's hideous laughter, phantasmal force</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The deathlock's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, disguise self, mage armor</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The deathlock is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): chill touch, eldritch blast, mage hand</text>
      <text>• 3rd level (2 slots): arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb</text>
      </trait>
    <slots>2</slots>
    <spells>detect magic, disguise self, mage armor, chill touch, eldritch blast, mage hand, arms of Hadar, dispel magic, hold person, hunger of Hadar, invisibility, spider climb</spells>
    <description>Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock. The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.
Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.
Undead Nature. A deathlock doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 128</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Deathlock Mastermind</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (16 with mage armor)</ac>
    <hp>110 (20d8+20)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>12</con>
    <int>15</int>
    <wis>12</wis>
    <cha>17</cha>
    <save>Int +5, Cha +6</save>
    <skill>Arcana +5, History +5, Perception +4</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>8</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 120 ft. (including magical darkness)</senses>
    <trait>
        <name>Turn Resistance</name>
      <text>The deathlock has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Deathly Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (3d6 + 3) necrotic damage).</text>
      <attack>Deathly Claw|+6|3d6+3</attack>
      </action>
    <action>
        <name>Grave Bolts</name>
      <text>Ranged Spell Attack: +6 to hit, range 120 ft., one or two targets. 18 (4d8) necrotic damage. If the target is Large or smaller, it must succeed on a DC 16 Strength saving throw or become restrained as shadowy tendrils wrap around it for 1 minute. A restrained target can use its action to repeat the saving throw, ending the effect on itself on a success.</text>
      <attack>Grave Bolts|+6|4d8</attack>
      </action>
    <action>
        <name>Variant: Patron-Specific Spells</name>
      <text>You can customize a deathlock by replacing some or all of the spells in its Spellcasting trait with spells specific to its patron. Here are examples.</text>
      <text>Archfey patron: blink, dominate beast, dominate person, faerie fire, greater invisibility, hunger of Hadar, hypnotic pattern, phantasmal force, seeming, sleep</text>
      <text>Fiend patron: blindness/deafness, burning hands, command, fire shield, fireball, flame strike, hellish rebuke, scorching ray, stinking cloud, wall of fire</text>
      <text>Great Old One patron: clairvoyance, detect thoughts, dissonant whispers, dominate person, Evard's black tentacles, hunger of Hadar, phantasmal force, sending, Tasha's hideous laughter, telekinesis</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The deathlock's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, disguise self, mage armor</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The deathlock is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): chill touch, mage hand, minor illusion, poison spray</text>
      <text>• 5th level (2 slots): arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility</text>
      </trait>
    <slots>2</slots>
    <spells>detect magic, disguise self, mage armor, chill touch, mage hand, minor illusion, poison spray, arms of Hadar, blight, counterspell, crown of madness, darkness, dimension door, dispel magic, fly, hold monster, invisibility</spells>
    <description>Deathlock Mastermind. Though deathlocks exist to serve their patrons, they retain some freedom when it comes to devising particular tactics and carrying out their plans. Powerful deathlocks recruit lesser creatures to help them carry out their missions and, in this capacity, become the masterminds behind vast conspiracies and intrigues that culminate in the accomplishment of great acts of evil.
Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock.
The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.
Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.
Undead Nature. A deathlock doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 129, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Deathlock Wight</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>37 (5d8+15)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>16</con>
    <int>12</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Wis +4</save>
    <skill>Arcana +3, Perception +4</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the wight has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The wight attacks twice with Grave Bolt.</text>
      </action>
    <action>
        <name>Grave Bolt</name>
      <text>Ranged Spell Attack: +5 to hit, range 120 ft., one target. 7 (1d8 + 3) necrotic damage.</text>
      <attack>Grave Bolt|+5|1d8+3</attack>
      </action>
    <action>
        <name>Life Drain</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Life Drain|+4|2d6+2</attack>
      <text>A humanoid slain by this attack rises 24 hours later as a zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombie under its control at one time.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The wight's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no verbal or material components:</text>
      <text>At will: detect magic, disguise self, mage armor</text>
      <text>1/day each: fear, hold person, misty step</text>
      </trait>
    <spells>detect magic, disguise self, mage armor, fear, hold person, misty step</spells>
    <description>Deathlock Wight. Bereft of much of its magic, a deathlock wight lingers between the warlock it was and the deathly existence of a wight—a special punishment meted out by certain patrons and necromancers.
Deathlock. The forging of a pact between a warlock and a patron is no minor occasion—at least not for the warlock. The consequences of breaking that pact can be dire and, in some cases, lethal. A warlock who fails to live up to a bargain with an evil patron runs the risk of rising from the dead as a deathlock, a foul undead driven to serve its otherworldly patron from beyond the grave.
An extraordinarily powerful necromancer might also discover the dark methods of creating a deathlock and then bind it to service, acting in this respect as the deathlock's patron.
Obedient and Obsessed. An overpowering urge to serve consumes the mind of a newly awakened deathlock. All goals and ambitions it had in life that don't please its patron fall away as its master's desires become the purpose that drives the deathlock.
The creature immediately resumes work on its patron's behalf. Accomplishing a difficult goal might mean the deathlock is forced to serve another powerful creature or might entail in gathering servants of its own.
Whatever the goal, it always reflects the patron's interests, ranging from small-scale concerns to matters of cosmic scope. A deathlock in the thrall of a fiend might work to destroy a specific temple dedicated to a good god, while one that serves a Great Old One could be charged with hunting for the materials needed to call forth a horrifying entity into the world.
Undead Nature. A deathlock doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 129, Tales from the Yawning Portal p. 233</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Demogorgon</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>406 (28d12+224)</hp>
    <speed>walk 50 ft., swim 50 ft.</speed>
    <str>29</str>
    <dex>14</dex>
    <con>26</con>
    <int>20</int>
    <wis>17</wis>
    <cha>25</cha>
    <save>Dex +10, Con +16, Wis +11, Cha +15</save>
    <skill>Insight +11, Perception +19</skill>
    <passive>29</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>26</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Demogorgon fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Demogorgon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Demogorgon's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Two Heads</name>
      <text>Demogorgon has advantage on saving throws against being blinded, deafened, stunned, or knocked unconscious.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Demogorgon makes two tentacle attacks.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 28 (3d12 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Tentacle|+17|3d12+9</attack>
      </action>
    <action>
        <name>Gaze</name>
      <text>Demogorgon turns his magical gaze toward one creature that he can see within 120 feet of him. That target must make a DC 23 Wisdom saving throw. Unless the target is incapacitated, it can avert its eyes to avoid the gaze and to automatically succeed on the save. If the target does so, it can't see Demogorgon until the start of his next turn. If the target looks at him in the meantime, it must immediately make the save.</text>
      <text>If the target fails the save, the target suffers one of the following effects of Demogorgon's choice or at random:</text>
      <text>1. Beguiling Gaze. The target is stunned until the start of Demogorgon's next turn or until Demogorgon is no longer within line of sight.</text>
      <text>2. Hypnotic Gaze. The target is charmed by Demogorgon until the start of Demogorgon's next turn. Demogorgon chooses how the charmed target uses its actions, reactions, and movement. Because this gaze requires Demogorgon to focus both heads on the target, he can't use his Maddening Gaze legendary action until the start of his next turn.</text>
      <text>3. Insanity Gaze. The target suffers the effect of the confusion spell without making a saving throw. The effect lasts until the start of Demogorgon's next turn. Demogorgon doesn't need to concentrate on the spell.</text>
      </action>
    <legendary>
        <text>Demogorgon can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Demogorgon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tail</name>
      <text>Melee Weapon Attack: +17 to hit, reach 15 ft., one target. 20 (2d10 + 9) bludgeoning damage plus 11 (2d10) necrotic damage.</text>
      </legendary>
    <legendary>
        <name>Maddening Gaze</name>
      <text>Demogorgon uses his Gaze action, and must choose either the Beguiling Gaze or the Insanity Gaze effect.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Demogorgon can take a lair action to cause one of the following effects: Demogorgon can't use the same effect two rounds in a row:</text>
      <text>• Demogorgon creates an illusory duplicate of himself, which appears in his own space and lasts until initiative count 20 of the next round. On his turn, Demogorgon can move the illusory duplicate a distance equal to his walking speed (no action required). The first time a creature or object interacts physically with Demogorgon (for example, hitting him with an attack), there is a 50 percent chance that it is the illusory duplicate that is being affected, not Demogorgon himself, in which case the illusion disappears.</text>
      <text>• Demogorgon casts the darkness spell four times at its lowest level, targeting different areas with the spell. Demogorgon doesn't need to concentrate on the spells, which end on initiative count 20 of the next round.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Demogorgon's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• The area within 6 miles of the lair becomes overpopulated with lizards, poisonous snakes, and other venomous beasts.</text>
      <text>• Beasts within 1 mile of the lair become violent and crazed-even creatures that are normally docile.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Demogorgon table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Demogorgon dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Demogorgon</name>
      <text>If a creature goes mad in Demogorgon's lair or within line of sight of the demon lord, roll on the Madness of Demogorgon table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Demogorgon</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "Someone is plotting to kill me. I need to strike first to stop them!"</text>
      <text>21–40 | "There is only one solution to my problems: kill them all!"</text>
      <text>41–60 | "There is more than one mind inside my head."</text>
      <text>61–80 | "If you don't agree with me, I'll beat you into submission to get my way."</text>
      <text>81–00 | "I can't allow anyone to touch anything that belongs to me. They might try to take it away from me!"</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Demogorgon's spellcasting ability is Charisma (spell save DC 23). Demogorgon can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, major image</text>
      <text>3/day each: dispel magic, fear, telekinesis</text>
      <text>1/day each: feeblemind, project image</text>
      </trait>
    <spells>detect magic, major image, dispel magic, fear, telekinesis, feeblemind, project image</spells>
    <description>Demogorgon. Prince of Demons, the Sibilant Beast, and Master of the Spiraling Depths, Demogorgon is the embodiment of chaos, madness, and destruction, seeking to corrupt all that is good and undermine order in the multiverse, to see everything dragged howling into the infinite depths of the Abyss.
The demon lord is a meld of different forms, with a saurian lower body and clawed, webbed feet, as well as suckered tentacles sprouting from the shoulders of a great apelike torso, surmounted by two hideous simian heads, named Aameul and Hathradiah, both equally mad. Their gaze brings madness and confusion to any who confront it.
Similarly, the spiraling Y sign of Demogorgon's cult can inspire madness in those who contemplate it for too long. All the followers of the Prince of Demons go mad, sooner or later.
Demogorgon's Lair
Demogorgon makes his lair in a palace called Abysm, found on a layer of the Abyss known as the Gaping Maw. Demogorgon's lair is a place of madness and duality; the portion of the palace that lies above water takes the form of two serpentine towers, each crowned by a skull-shaped minaret. There, Demogorgon's heads contemplate the mysteries of the arcane while arguing about how best to obliterate their rivals. The bulk of this palace extends deep underwater, in chill and darkened caverns.
Source: Mordenkainen's Tome of Foes p. 144, Out of the Abyss p. 236</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Derro</name>
    <size>S</size>
    <type>humanoid (derro)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>13 (3d6+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>5</wis>
    <cha>9</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>7</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The derro has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the derro has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Hooked Spear</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 3 (1d6) piercing damage. If the target is Medium or smaller, the derro can choose to deal no damage and knock it prone.</text>
      <attack>Hooked Spear|+2|1d6</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Light Crossbow|+4|1d8+2</attack>
      </action>
    <description>
Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance.
 — Mordenkainen

Derro. Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion.
Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka.
Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.
According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.
The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Derro Madness. All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities for a derro NPC.
Source: Mordenkainen's Tome of Foes p. 158, Out of the Abyss p. 224</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Derro Savant</name>
    <size>S</size>
    <type>humanoid (derro)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>36 (8d6+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>12</con>
    <int>11</int>
    <wis>5</wis>
    <cha>14</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>7</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The derro savant has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the derro savant has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage.</text>
      <attack>Quarterstaff|+1|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The derro savant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The derro knows the following sorcerer spells:</text>
      <text>Cantrips (at will): acid splash, mage hand, message, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): burning hands, chromatic orb, sleep</text>
      <text>• 2nd level (3 slots): invisibility, spider climb</text>
      <text>• 3rd level (2 slots): lightning bolt</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>acid splash, mage hand, message, prestidigitation, ray of frost, burning hands, chromatic orb, sleep, invisibility, spider climb, lightning bolt</spells>
    <description>
Mad as hatters, every one of them. No derro has ever been sane, but neither is every form of madness a hindrance.
 — Mordenkainen

Derro Savant. Derro slink through the subterranean realms, seeking places that are safe from the perils of the Underdark. Equal parts fearful and vicious, bands of these dwarfkin prey on those weaker than themselves, while giving simpering obeisance to any creatures they deem more powerful. Wild-haired, haggard, shuddering, and shabbily dressed, a lone derro seems a pitiable creature, but when a cackling, spitting, growling, howling horde of them attacks, the sight inspires both fear and revulsion.
Madness and Sorcery. Fractious in groups and individually weak, derro would have been driven to extinction long ago but for two elements of their character. They have an inborn tendency toward paranoia, a peculiarity that serves them well as they navigate the dangers of the Underdark and its societies. They also have a stronger-than-normal tendency to develop sorcerous power. Individuals who do so become their leaders, known as savants. The derro consider these sorcerers to be specially blessed by their deity, Diirinka.
Forgotten Duergar. Grandiose fantasies and rampant fanaticism have obscured the true origin of the derro, even among themselves. Most dwarves don't recognize derro as kin, but the legends that the derro tell about their race and the story that the duergar believe share a grain of truth.
According to the duergar, the derro are descended from dwarves of a clan that was left behind when the others escaped the mind flayers' rule. They eventually also got away, but not before becoming demented and contorted.
The derro tell their own story of flight and survival in the Underdark, and the mind flayers aren't always the enemy. Laduguer and Deep Duerra don't feature in their mythic history. Instead they tell of two brothers, Diirinka and Diinkarazan, and of how Diirinka cleverly betrayed his sibling so that he could steal magical power from the evil they escaped. The danger the brothers are said to face in this legend varies, depending on whatever foe the savants want to lead their people against, yet the essence of the story remains the same: a lesson of survival at any price and an example of how deceitfulness and cruelty can be virtues.
Derro Madness. All derro suffer from a form of madness that most often manifests as mania and paranoia, but other mental afflictions and strange tics also commonly affect them. Derro take little notice of odd behavior in their ranks, except when an individual displays the characteristics of a savant. They believe the strange behavior of savants arises because those leaders carry messages from Diirinka. You can use the Derro Madness table to generate one or more odd qualities for a derro NPC.
Source: Mordenkainen's Tome of Foes p. 159, Out of the Abyss p. 225</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Dhergoloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>119 (14d8+56)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>19</con>
    <int>7</int>
    <wis>10</wis>
    <cha>9</cha>
    <save>Str +6</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>7</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The dhergoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The dhergoloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dhergoloth makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage.</text>
      <attack>Claw|+6|2d8+3</attack>
      </action>
    <action>
        <name>Flailing Claws (Recharge 5-6)</name>
      <text>The dhergoloth moves up to its walking speed in a straight line and targets each creature within 5 feet of it during its movement. Each target must succeed on a DC 14 Dexterity saving throw or take 22 (3d12 + 3) slashing damage.</text>
      <attack>Flailing Claws (Recharge 5-6)||3d12+3</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>The dhergoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dhergoloth's innate spellcasting ability is Charisma (spell save DC 10). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, fear</text>
      <text>3/day: sleep</text>
      </trait>
    <spells>darkness, fear, sleep</spells>
    <description>
A dhergoloth's head doesn't turn along with its furiously spinning torso, and its torso can spin a different direction from its dancing legs. I'd like to vivisect one at some point to find out how this can be.
 — Mordenkainen

Dhergoloth. Dhergoloths rush into battle like whirlwinds of destruction, lashing out with five sets of claws, which extend from their squat, barrel-shaped bodies. They take contracts to put down uprisings, clear out rabble, and eliminate scouts and skirmishers, and they revel in the butchery they create, their unhinged laughter rising above their victims' screams.
Since dhergoloths are little more than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don't take a lot of time to resolve. When given anything complex to do, they either forget what they're told or don't listen in the first place, and then bungle the task that was set for them.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 248</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Dire Troll</name>
    <size>H</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>172 (15d12+75)</hp>
    <speed>walk 40 ft.</speed>
    <str>22</str>
    <dex>15</dex>
    <con>21</con>
    <int>9</int>
    <wis>11</wis>
    <cha>5</cha>
    <save>Wis +5, Cha +2</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Giant</languages>
    <cr>13</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Senses</name>
      <text>The troll has advantage on Wisdom (Perception) checks that rely on smell or sight.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The troll regains 10 hit points at the start of its turn. If the troll takes acid or fire damage, it regains only 5 hit points at the start of its next turn. The troll dies only if it is hit by an attack that deals 10 or more acid or fire damage while the troll has 0 hit points.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troll makes five attacks: one with its bite and four with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 10 (1d8 + 6) piercing damage plus 5 (1d10) poison damage.</text>
      <attack>Bite|+11|1d8+6</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 16 (3d6 + 6) slashing damage.</text>
      <attack>Claws|+11|3d6+6</attack>
      </action>
    <action>
        <name>Whirlwind of Claws (Recharge 5-6)</name>
      <text>Each creature within 10 feet of the troll must make a DC 19 Dexterity saving throw, taking 44 (8d10) slashing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Whirlwind of Claws (Recharge 5-6)||8d10</attack>
      </action>
    <description>Dire Troll. Trolls kill and eat almost anything—including, in rare cases, other trolls. This cannibalism has the effect of causing the troll to grow to an unusually large size. These dire trolls crave more and more troll flesh to fuel their continued growth.
Dire trolls also increase their size by grafting flesh and organs onto themselves. When a slab of quivering troll flesh is bound against a fresh wound on the dire troll, its regenerative capacity incorporates the new mass into its own musculature. Even more horrifying are the multiple arms, eyes, claws, and other organs that a dire troll tears from its victims and grafts onto itself. Over time, these creatures can accumulate many limbs.
Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.
Source: Mordenkainen's Tome of Foes p. 243</description>
    <environment>arctic, forest, hill, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Drow Arachnomancer</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>162 (25d8+50)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>11</str>
    <dex>17</dex>
    <con>14</con>
    <int>19</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +7, Int +9, Cha +8</save>
    <skill>Arcana +9, Nature +9, Perception +7, Stealth +8</skill>
    <passive>17</passive>
    <languages>Elvish, Undercommon, can speak with spiders</languages>
    <cr>13</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 10 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Change Shape (Recharges after a Short or Long Rest)</name>
      <text>The drow can use a bonus action to magically polymorph into a giant spider, remaining in that form for up to 1 hour. It can revert to its true form as a bonus action. Its statistics, other than its size, are the same in each form. It can speak and cast spells while in giant spider form. Any equipment it is wearing or carrying in humanoid form melds into the giant spider form. It can't activate, use, wield, or otherwise benefit from any of its equipment. It reverts to its humanoid form if it dies.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The drow can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The drow ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes two poisonous touch attacks or two bite attacks. The first of these attacks that hits each round deals an extra 26 (4d12) poison damage to the target.</text>
      </action>
    <action>
        <name>Poisonous Touch (Humanoid Form Only)</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 28 (8d6) poison damage.</text>
      <attack>Poisonous Touch (Humanoid Form Only)|+8|8d6</attack>
      </action>
    <action>
        <name>Bite (Giant Spider Form Only)</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage, and the target must make a DC 15 Constitution saving throw, taking 26 (4d12) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.</text>
      <attack>Bite (Giant Spider Form Only)|+7|2d8+3</attack>
      <attack>Bite (Giant Spider Form Only)||4d12</attack>
      </action>
    <action>
        <name>Web (Giant Spider Form Only Recharge 5–6)</name>
      <text>Ranged Weapon Attack: +8 to hit, range 30/60 ft., one target. The target is restrained by webbing. As an action, the restrained target can make a DC 15 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 16th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>1/day: eyebite, etherealness, dominate monster</text>
      <text>Cantrips (at will): chill touch, eldritch blast, mage hand, poison spray</text>
      <text>• 5th level (3 slots): conjure animals (spiders only), crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt</text>
      </trait>
    <slots>3</slots>
    <spells>dancing lights, darkness, faerie fire, levitate, eyebite, etherealness, dominate monster, chill touch, eldritch blast, mage hand, poison spray, conjure animals, crown of madness, dimension door, dispel magic, fear, fly, giant insect, hold monster, insect plague, invisibility, vampiric touch, web, witch bolt</spells>
    <description>
Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.
 — Mordenkainen

Drow Arachnomancer. Drow spellcasters who seek to devote themselves wholly to the Spider Queen sometimes walk the dark path of the arachnomancer. By offering up body and soul to Lolth, they gain tremendous power and a supernatural connection to the ancient spiders of the Demonweb Pits, channeling magic from that dread place.
Source: Mordenkainen's Tome of Foes p. 182</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Favored Consort</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (18 with mage armor)</ac>
    <hp>225 (30d8+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>20</dex>
    <con>16</con>
    <int>18</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +11, Con +9, Cha +10</save>
    <skill>Acrobatics +11, Athletics +8, Perception +8, Stealth +11</skill>
    <passive>18</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>18</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>War Magic</name>
      <text>When the drow uses its action to cast a spell, it can make one weapon attack as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes three scimitar attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 8 (1d6 + 5) slashing damage plus 18 (4d8) poison damage. In addition, the target has disadvantage on the next saving throw it makes against a spell the drow casts before the end of the drow's next turn.</text>
      <attack>Scimitar|+11|1d6+5</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</text>
      <attack>Hand Crossbow|+11|1d6+5</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 11th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, message, poison spray, shocking grasp, ray of frost</text>
      <text>• 1st level (4 slots): burning hands, mage armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): gust of wind, invisibility, misty step, shatter</text>
      <text>• 3rd level (3 slots): counterspell, fireball, haste</text>
      <text>• 4th level (3 slots): dimension door, Otiluke's resilient sphere</text>
      <text>• 5th level (2 slots): cone of cold</text>
      <text>• 6th level (1 slots): chain lightning</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>dancing lights, darkness, faerie fire, levitate, mage hand, message, poison spray, shocking grasp, ray of frost, burning hands, mage armor, magic missile, shield, gust of wind, invisibility, misty step, shatter, counterspell, fireball, haste, dimension door, Otiluke's resilient sphere, cone of cold, chain lightning</spells>
    <description>
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
 — Mordenkainen

Drow Favored Consort. Nearly all priestesses of Lolth, including the powerful matron mothers, take attractive drow as their consorts. Often these individuals serve no purpose beyond pleasure, breeding, or both, but sometimes consorts can gain the ear of their priestess and be relied on to provide useful advice. No position of consort is assured for long; priestesses are infamous for being fickle with their favor, which are they are especially glad to lavish on a consort who combines beauty with magical might.
Source: Mordenkainen's Tome of Foes p. 183</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow House Captain</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>162 (25d8+50)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>19</dex>
    <con>15</con>
    <int>12</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Dex +8, Con +6, Wis +6</save>
    <skill>Perception +6, Stealth +8</skill>
    <passive>16</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Battle Command</name>
      <text>As a bonus action, the drow targets one ally he can see within 30 feet of him. If the target can see or hear the drow, the target can use its reaction to make one melee attack or to take the Dodge or Hide action.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes three attacks: two with his scimitar and one with his whip or his hand crossbow.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage plus 14 (4d6) poison damage.</text>
      <attack>Scimitar|+8|1d6+4</attack>
      </action>
    <action>
        <name>Whip</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 6 (1d4 + 4) slashing damage. If the target is an ally, it has advantage on attack rolls until the end of its next turn.</text>
      <attack>Whip|+8|1d4+4</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</text>
      <attack>Hand Crossbow|+8|1d6+4</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The drow adds 3 to his AC against one melee attack that would hit him. To do so, the drow must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 13). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire, levitate</spells>
    <description>
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
 — Mordenkainen

Drow House Captain. Each drow noble house entrusts the leadership of its military forces to a house captain, a position normally held by the matriarch's first or second son. The house captain commands the drow and slaves making up the family's army and has made extensive study of strategy and tactics to become an effective leader in battle.
Source: Mordenkainen's Tome of Foes p. 184</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Inquisitor</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (breastplate)</ac>
    <hp>143 (22d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>15</dex>
    <con>14</con>
    <int>16</int>
    <wis>21</wis>
    <cha>20</cha>
    <save>Con +7, Wis +10, Cha +10</save>
    <skill>Insight +10, Perception +10, Religion +8, Stealth +7</skill>
    <passive>20</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>14</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Discern Lie</name>
      <text>The drow knows when she hears a creature speak a lie in a language she knows.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The drow has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes three death lance attacks.</text>
      </action>
    <action>
        <name>Death Lance</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 18 (4d8) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage it takes. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Death Lance|+10|1d6+5</attack>
      </action>
    <action>
        <name>Variant: Demon Summoning</name>
      <text>Some drow inquisitors have an action that allows them to summon a demon.</text>
      <text>Summon Demon (1/Day). The drow attempts to magically summon a yochlol, with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action. (see notes for link)</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 18). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights, detect magic</text>
      <text>1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 12th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). She has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, message, poison spray, resistance, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, cure wounds, inflict wounds</text>
      <text>• 2nd level (3 slots): blindness/deafness, silence, spiritual weapon</text>
      <text>• 3rd level (3 slots): bestow curse, dispel magic, magic circle</text>
      <text>• 4th level (3 slots): banishment, divination, freedom of movement</text>
      <text>• 5th level (2 slots): contagion, dispel evil and good, insect plague</text>
      <text>• 6th level (1 slots): harm, true seeing</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate, suggestion, guidance, message, poison spray, resistance, thaumaturgy, bane, cure wounds, inflict wounds, blindness/deafness, silence, spiritual weapon, bestow curse, dispel magic, magic circle, banishment, divination, freedom of movement, contagion, dispel evil and good, insect plague, harm, true seeing</spells>
    <description>
Drow mages can be quite learned and skilled in magic. Some of them can even cast my spells.
 — Mordenkainen

Drow Inquisitor. Drow expect treachery. After all, the Spider Queen encourages it. A certain amount of backstabbing and double-crossing can be managed, but too much can undermine an entire community. To keep some semblance of order and to root out traitors, drow priestesses employ inquisitors. Chosen from the ranks of the priesthood, these female drow possess authority equaled only by the matrons of the noble houses. Anyone they decide is at odds with the hierarchy faces torture and usually an excruciating death.
Source: Mordenkainen's Tome of Foes p. 184</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Matron Mother</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>262 (35d8+105)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>16</con>
    <int>17</int>
    <wis>21</wis>
    <cha>22</cha>
    <save>Con +9, Wis +11, Cha +12</save>
    <skill>Insight +11, Perception +11, Religion +9, Stealth +10</skill>
    <passive>21</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>20</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Lolth's Fickle Favor</name>
      <text>As a bonus action, the matron can bestow the Spider Queen's blessing on one ally she can see within 30 feet of her. The ally takes 7 (2d6) psychic damage but has advantage on the next attack roll it makes until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The drow has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The matron mother makes two demon staff attacks or three tentacle rod attacks.</text>
      </action>
    <action>
        <name>Demon Staff</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 7 (1d6 + 4) bludgeoning damage, or 8 (1d8 + 4) bludgeoning damage if used with two hands, plus 14 (4d6) psychic damage. In addition, the target must succeed on a DC19 Wisdom saving throw or become frightened of the drow for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Demon Staff|+10|1d6+4</attack>
      </action>
    <action>
        <name>Tentacle Rod</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 3 (1d6) bludgeoning damage. If the target is hit three times by the rod on one turn, the target must succeed on a DC 15 Constitution saving throw or suffer the following effects for 1 minute: the target's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.</text>
      <attack>Tentacle Rod|+9|1d6</attack>
      </action>
    <action>
        <name>Summon Servant (1/Day)</name>
      <text>The drow magically summons a retriever or a yochlol. The summoned creature appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <legendary>
        <text>The humanoid (elf) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (elf) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Demon Staff</name>
      <text>The drow makes one attack with her demon staff.</text>
      </legendary>
    <legendary>
        <name>Compel Demon (Costs 2 Actions)</name>
      <text>An allied demon within 30 feet of the drow uses its reaction to make one attack against a target of the drow's choice that she can see.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell (Costs 1–3 Actions)</name>
      <text>The drow expends a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that she has prepared. Doing so costs 1 legendary action per level of the spell.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 20). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights, detect magic</text>
      <text>1/day each: clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate (self only), suggestion</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The drow is a 20th-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 19, +11 to hit with spell attacks). The drow has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, mending, resistance, sacred flame, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, command, cure wounds, guiding bolt</text>
      <text>• 2nd level (3 slots): hold person, silence, spiritual weapon</text>
      <text>• 3rd level (3 slots): bestow curse, clairvoyance, dispel magic, spirit guardians</text>
      <text>• 4th level (3 slots): banishment, death ward, freedom of movement, guardian of faith</text>
      <text>• 5th level (3 slots): contagion, flame strike, geas, mass cure wounds</text>
      <text>• 6th level (2 slots): blade barrier, harm</text>
      <text>• 7th level (2 slots): divine word, plane shift</text>
      <text>• 8th level (1 slots): holy aura</text>
      <text>• 9th level (1 slots): gate</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 2, 2, 1, 1</slots>
    <spells>dancing lights, detect magic, clairvoyance, darkness, detect thoughts, dispel magic, faerie fire, levitate, suggestion, guidance, mending, resistance, sacred flame, thaumaturgy, bane, command, cure wounds, guiding bolt, hold person, silence, spiritual weapon, bestow curse, clairvoyance, dispel magic, spirit guardians, banishment, death ward, freedom of movement, guardian of faith, contagion, flame strike, geas, mass cure wounds, blade barrier, harm, divine word, plane shift, holy aura, gate</spells>
    <description>
Matron mother is a strange title for a cruel tyrant, but given what drow consider to be a goddess, perhaps we shouldn't be surprised.
 — Mordenkainen

Drow Matron Mother. At the head of each drow noble house sits a matron mother, an influential priestess of Lolth charged with carrying out the god's will while also advancing the interests of the family. Matron mothers embody the scheming and treachery associated with the Queen of Spiders. Each stands at the center of a vast conspiratorial web, with demons, drow, spiders, and slaves positioned between them and their enemies. Although matron mothers command great power, that power depends on maintaining the Spider Queen's favor, and the dark god sometimes capriciously takes back what she has given. The stat block here represents a matron mother at the height of her power.
Source: Mordenkainen's Tome of Foes p. 186</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Drow Shadowblade</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (studded leather armor)</ac>
    <hp>150 (20d8+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>21</dex>
    <con>16</con>
    <int>12</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Dex +9, Con +7, Wis +6</save>
    <skill>Perception +6, Stealth +9</skill>
    <passive>16</passive>
    <languages>Elvish, Undercommon</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The drow has advantage on saving throws against being charmed, and magic can't put the drow to sleep.</text>
      </trait>
    <trait>
        <name>Shadow Step</name>
      <text>While in dim light or darkness, the drow can teleport as a bonus action up to 60 feet to an unoccupied space it can see that is also in dim light or darkness. It then has advantage on the first melee attack it makes before the end of the turn.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drow makes two attacks with its shadow sword. If either attack hits and the target is within 10 feet of a 5-foot cube of darkness created by the shadow sword on a previous turn, the drow can dismiss that darkness and cause the target to take 21 (6d6) necrotic damage. The drow can dismiss darkness in this way no more than once per turn.</text>
      </action>
    <action>
        <name>Shadow Sword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d6 + 5) piercing damage plus 10 (3d6) necrotic damage and 10 (3d6) poison damage. The drow can then fill an unoccupied 5-foot cube within 5 feet of the target with magical darkness, which remains for 1 minute.</text>
      <attack>Shadow Sword|+9|1d6+5</attack>
      </action>
    <action>
        <name>Hand Crossbow</name>
      <text>Ranged Weapon Attack: +9 to hit, range 30/120 ft., one target. 8 (1d6 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target regains consciousness if it takes damage or if another creature takes an action to shake it.</text>
      <attack>Hand Crossbow|+9|1d6+5</attack>
      </action>
    <action>
        <name>Variant: Shadow Demon Summoning</name>
      <text>Some drow shadowblades have an action that allows them to summon a demon.</text>
      <text>Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10) psychic damage. Otherwise, the summoned demon appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other demons. It remains for 10 minutes, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The drow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dancing lights</text>
      <text>1/day each: darkness, faerie fire, levitate (self only)</text>
      </trait>
    <spells>dancing lights, darkness, faerie fire, levitate</spells>
    <description>
Many creatures enjoy torture, but the dark elves have made it into an exquisite art.
 — Mordenkainen

Drow Shadowblade. Drow shadowblades steal down the darkened passages of the Underdark, bound on errands of mayhem. Ruthless killers, shadowblades find employment with a noble house, usually involving the elimination of a rival in another house. Shadowblades also protect enclaves and Underdark cities from enemies and track down thieves who make off with prized treasures. In whatever role they serve, they move undetected until the moment they attack. And then they are the last thing their victims see.
A shadowblade harnesses a dark magic that is said to arise from a fiendish ritual in which the drow kills a lesser demon and mystically prevents it from reforming in the Abyss. This ritual creates a shadow demon and infuses the drow with shadow magic.
Source: Mordenkainen's Tome of Foes p. 187</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Duergar Despot</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>119 (14d8+56)</hp>
    <speed>walk 25 ft.</speed>
    <str>20</str>
    <dex>5</dex>
    <con>19</con>
    <int>15</int>
    <wis>14</wis>
    <cha>13</cha>
    <save>Con +8, Wis +6</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The duergar has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Psychic Engine</name>
      <text>When the duergar despot suffers a critical hit or is reduced to 0 hit points, psychic energy erupts from its frame to deal 14 (4d6) psychic damage to each creature within 5 feet of it.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar despot has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The despot makes two iron fist attacks and two stomping foot attacks. It can replace up to four of these attacks with uses of its Flame Jet.</text>
      </action>
    <action>
        <name>Iron Fist</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage. If the target is a Large or smaller creature, it must make a successful DC 17 Strength saving throw or be thrown up to 30 feet away in a straight line. The target is knocked prone and then takes 10 (3d6) bludgeoning damage.</text>
      <attack>Iron Fist|+9|2d8+5</attack>
      <attack>Iron Fist||3d6</attack>
      </action>
    <action>
        <name>Stomping Foot</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 9 (1d8 + 5) bludgeoning damage, or 18 (3d8 + 5) bludgeoning damage to a prone target.</text>
      <attack>Stomping Foot|+9|1d8+5</attack>
      </action>
    <action>
        <name>Flame Jet</name>
      <text>The duergar spews flames in a line 100 feet long and 5 feet wide. Each creature in the line must make a DC 16 Dexterity saving throw, taking 18 (4d8) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Flame Jet||4d8</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The duergar despot's innate spellcasting ability is Intelligence (spell save DC 12). It can cast the following spells, requiring no components:</text>
      <text>At will: mage hand, minor illusion</text>
      <text>1/day each: counterspell, misty step, stinking cloud</text>
      </trait>
    <spells>mage hand, minor illusion, counterspell, misty step, stinking cloud</spells>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 188</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Hammerer</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 20 ft.</speed>
    <str>17</str>
    <dex>7</dex>
    <con>12</con>
    <int>5</int>
    <wis>5</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>7</passive>
    <languages>understands Dwarvish but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Engine of Pain</name>
      <text>Once per turn, a creature that attacks the hammerer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 5 (1d10) damage to the hammerer, and the hammerer can respond by using its Multiattack with its reaction.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The hammerer deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hammerer makes two attacks: one with its claw and one with its hammer.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Claw|+5|1d6+3</attack>
      </action>
    <action>
        <name>Hammer</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Hammer|+5|2d6+3</attack>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 188, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Kavalrachni</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (scale mail, shield)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 25 ft.</speed>
    <str>14</str>
    <dex>11</dex>
    <con>14</con>
    <int>11</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Cavalry Training</name>
      <text>When the duergar hits a target with a melee attack while mounted on a female steeder, the steeder can make one melee attack against the same target as a reaction.</text>
      </trait>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The duergar makes two war pick attacks.</text>
      </action>
    <action>
        <name>War Pick</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage plus 5 (2d4) poison damage.</text>
      <attack>War Pick|+4|1d8+2</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. 5 (1d10) piercing damage.</text>
      <attack>Heavy Crossbow|+2|1d10</attack>
      </action>
    <action>
        <name>Shared Invisibility (Recharges after a Short or Long Rest)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it. While the invisible duergar is mounted on a female steeder, the steeder is invisible as well. The invisibility ends early on the steeder immediately after it attacks.</text>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 189, Out of the Abyss p. 226</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Mind Master</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>14 (leather armor, 19 while reduced)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 25 ft.</speed>
    <str>11</str>
    <dex>17</dex>
    <con>14</con>
    <int>15</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Wis +2</save>
    <skill>Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft., truesight 30 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The duergar makes two melee attacks. It can replace one of those attacks with a use of Mind Mastery.</text>
      </action>
    <action>
        <name>Mind-Poison Dagger</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage and 10 (3d6) psychic damage, or 1 piercing damage and 14 (4d6) psychic damage while reduced.</text>
      <attack>Mind-Poison Dagger|+5|1d4+3</attack>
      </action>
    <action>
        <name>Invisibility (Recharge 4-6)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Reduce, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <action>
        <name>Mind Mastery</name>
      <text>The duergar targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Intelligence saving throw, or the duergar causes it to use its reaction either to make one weapon attack against another creature the duergar can see or to move up to 10 feet in a direction of the duergar's choice. Creatures that can't be charmed are immune to this effect.</text>
      </action>
    <action>
        <name>Reduce (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically decreases in size, along with anything it is wearing or carrying. While reduced, the duergar is Tiny, reduces its weapon damage to 1, and makes attacks, checks, and saving throws with disadvantage if they use Strength. It gains a +5 bonus to all Dexterity (Stealth) checks and a +5 bonus to its AC. It can also take a bonus action on each of its turns to take the Hide action.</text>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 189, Icewind Dale: Rime of the Frostmaiden</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Screamer</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 20 ft.</speed>
    <str>18</str>
    <dex>7</dex>
    <con>12</con>
    <int>5</int>
    <wis>5</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>7</passive>
    <languages>understands Dwarvish but can't speak</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Engine of Pain</name>
      <text>Once per turn, a creature that attacks the screamer can target the duergar trapped in it. The attacker has disadvantage on the attack roll. On a hit, the attack deals an extra 11 (2d10) damage to the screamer, and the screamer can respond by using its Multiattack with its reaction.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The screamer makes one drill attack and uses its Sonic Scream.</text>
      </action>
    <action>
        <name>Drill</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (1d12 + 4) piercing damage.</text>
      <attack>Drill|+6|1d12+4</attack>
      </action>
    <action>
        <name>Sonic Scream</name>
      <text>The screamer emits destructive energy in a 15-foot cube. Each creature in that area must succeed on a DC 11 Strength saving throw or take 7 (2d6) thunder damage and be knocked prone.</text>
      <attack>Sonic Scream||2d6</attack>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 190</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Duergar Soulblade</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>14 (leather armor)</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 25 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>10</con>
    <int>11</int>
    <wis>10</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>1</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Create Soulblade</name>
      <text>As a bonus action, the duergar can create a shortsword-sized, visible blade of psionic energy. The weapon appears in the duergar's hand and vanishes if it leaves the duergar's grip, or if the duergar dies or is incapacitated.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Soulblade</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) force damage, or 10 (2d6 + 3) force damage while enlarged. If the soulblade has advantage on the attack roll, the attack deals an extra 3 (1d6) force damage.</text>
      <attack>Soulblade|+5|1d6+3</attack>
      </action>
    <action>
        <name>Enlarge (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
      </action>
    <action>
        <name>Invisibility (Recharges after a Short or Long Rest)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The duergar's innate spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: blade ward, true strike</text>
      <text>3/day each: jump, hunter's mark</text>
      </trait>
    <spells>blade ward, true strike, jump, hunter's mark</spells>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 190, Out of the Abyss p. 227</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Stone Guard</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (chain mail, shield)</ac>
    <hp>39 (6d8+12)</hp>
    <speed>walk 25 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>14</con>
    <int>11</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Phalanx Formation</name>
      <text>The duergar has advantage on attack rolls and Dexterity saving throws while standing within 5 feet of a duergar ally wielding a shield.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>King's Knife (Shortsword)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.</text>
      <attack>King's Knife (Shortsword)|+6|1d6+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.</text>
      <attack>Javelin|+6|1d6+4</attack>
      </action>
    <action>
        <name>Enlarge (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
      </action>
    <action>
        <name>Invisibility (Recharges after a Short or Long Rest)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 191, Out of the Abyss p. 227</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Warlord</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 25 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>17</con>
    <int>12</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>6</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The duergar makes three hammer or javelin attacks and uses Call to Attack, or Enlarge if it is available.</text>
      </action>
    <action>
        <name>Psychic-Attuned Hammer</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 9 (1d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage, or 15 (2d10 + 4) bludgeoning damage plus 5 (1d10) psychic damage while enlarged,</text>
      <attack>Psychic-Attuned Hammer|+7|1d10+4</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. 7 (1d6 + 4) piercing damage, or 11 (2d6 + 4) piercing damage while enlarged.</text>
      <attack>Javelin|+7|1d6+4</attack>
      </action>
    <action>
        <name>Call to Attack</name>
      <text>Up to three allied duergar within 120 feet of this duergar that can hear it can each use their reaction to make one weapon attack.</text>
      </action>
    <action>
        <name>Enlarge (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
      </action>
    <action>
        <name>Invisibility (Recharge 4-6)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <reaction>
        <name>Scouring Instruction</name>
      <text>When an ally that the duergar can see makes a d20 roll, the duergar can roll a 1d6 and the ally can add the number rolled to the d20 roll by taking 3 (1d6) psychic damage. A creature immune to psychic damage can't be affected by Scouring Instruction.</text>
      </reaction>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 192</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Duergar Xarrorn</name>
    <size>M</size>
    <type>humanoid (dwarf)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 25 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>14</con>
    <int>11</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Dwarvish, Undercommon</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Duergar Resilience</name>
      <text>The duergar has advantage on saving throws against poison, spells, and illusions, as well as to resist being charmed or paralyzed.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the duergar has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Fire Lance</name>
      <text>Melee Weapon Attack: +5 to hit (with disadvantage if the target is within 5 feet of the duergar), reach 10 ft., one target. 9 (1d12 + 3) piercing damage plus 3 (1d6) fire damage, or 16 (2d12 + 3) piercing damage plus 3 (1d6) fire damage while enlarged.</text>
      <attack>Fire Lance|+5|1d12+3</attack>
      </action>
    <action>
        <name>Fire Spray (Recharge 5-6)</name>
      <text>From its fire lance, the duergar shoots a 15-foot cone of fire or a line of fire 30 feet long and 5 feet wide. Each creature in that area must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Spray (Recharge 5-6)||3d6</attack>
      </action>
    <action>
        <name>Enlarge (Recharges after a Short or Long Rest)</name>
      <text>For 1 minute, the duergar magically increases in size, along with anything it is wearing or carrying. While enlarged, the duergar is Large, doubles its damage dice on Strength-based weapon attacks (included in the attacks), and makes Strength checks and Strength saving throws with advantage. If the duergar lacks the room to become Large, it attains the maximum size possible in the space available.</text>
      </action>
    <action>
        <name>Invisibility (Recharges after a Short or Long Rest)</name>
      <text>The duergar magically turns invisible for up to 1 hour or until it attacks, it casts a spell, it uses its Enlarge, or its concentration is broken (as if concentrating on a spell). Any equipment the duergar wears or carries is invisible with it.</text>
      </action>
    <description>
You think dwarves are dour and unpleasant? Wait until you meet a duergar.
 — Mordenkainen

The cruel duergar plot not only to defeat other dwarves, but to cast down the entire dwarven pantheon in revenge for their being abandoned and left to be enslaved by mind flayers. To this end, duergar train warriors to fulfill a variety of roles.
Source: Mordenkainen's Tome of Foes p. 193, Out of the Abyss p. 226</description>
    <environment>mountain, underdark</environment>
    </monster>
  <monster>
      <name>Dybbuk</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14</ac>
    <hp>37 (5d8+15)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>19</dex>
    <con>16</con>
    <int>16</int>
    <wis>15</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +6, Intimidation +4, Perception +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Common, telepathy 120 ft.</languages>
    <cr>4</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The dybbuk can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The dybbuk has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Violate Corpse</name>
      <text>The dybbuk can use a bonus action while it is possessing a corpse to make it do something unnatural, such as vomit blood, twist its head all the way around, or cause a quadruped to move as a biped. Any beast or humanoid that sees this behavior must succeed on a DC 12 Wisdom saving throw or become frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on a saving throw against this ability is immune to Violate Corpse for 24 hours.</text>
      </trait>
    <action>
        <name>Tendril</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) necrotic damage. If the target is a creature, its hit point maximum is also reduced by 3 (1d6). This reduction lasts until the target finishes a short or long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
      <attack>Tendril|+6|2d8+4</attack>
      </action>
    <action>
        <name>Possess Corpse (Recharge 6)</name>
      <text>The dybbuk disappears into an intact corpse it can see within 5 feet of it. The corpse must be Large or smaller and be that of a beast or a humanoid. The dybbuk is now effectively the possessed creature. Its type becomes undead, though it now looks alive, and it gains a number of temporary hit points equal to the corpse's hit point maximum in life.</text>
      <text>While possessing the corpse, the dybbuk retains its hit points, alignment, Intelligence, Wisdom, Charisma, telepathy, and immunity to poison damage, exhaustion, and being charmed and frightened. It otherwise uses the possessed target's game statistics, gaining access to its knowledge and proficiencies but not its class features, if any.</text>
      <text>The possession lasts until the temporary hit points are lost (at which point the body becomes a corpse once more) or the dybbuk ends its possession using a bonus action. When the possession ends, the dybbuk reappears in an unoccupied space within 5 feet of the corpse.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The dybbuk's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dimension door</text>
      <text>3/day each: fear, phantasmal force</text>
      </trait>
    <spells>dimension door, fear, phantasmal force</spells>
    <description>Dybbuk. Dybbuks terrorize mortals on the Material Plane by possessing corpses and giving them a semblance of life, after which the demons use them to engage in a range of sordid activities.
Puppet Masters. In their natural form, dybbuks appear as translucent flying jellyfish, trailing long tendrils as they move through the air. They rarely travel in this fashion, however. Instead, a dybbuk possesses the first suitable corpse it finds, rousing the body from death so it can then indulge its hideous vices.
Dark Masquerade. By plundering a corpse's memories and accessing its capabilities, a dybbuk can impersonate the creature as it was in life. But the truth of the matter quickly becomes apparent to those around it, because a dybbuk can't resist pursuing its vices with a maniacal single-mindedness that betrays its true nature. Dybbuks delight in terrorizing other creatures by making their host bodies behave in horrifying ways—throwing up gouts of blood, excreting piles of squirming maggots, and contorting their limbs in impossible ways as they scuttle across the ground.
Source: Mordenkainen's Tome of Foes p. 132</description>
    <environment>desert, urban</environment>
    </monster>
  <monster>
      <name>Earth Elemental Myrmidon</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>17</con>
    <int>8</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Terran, one language of its creator's choice</languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The myrmidon's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The myrmidon makes two maul attacks.</text>
      </action>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Maul|+7|2d6+4</attack>
      </action>
    <action>
        <name>Thunderous Strike (Recharge 6)</name>
      <text>The myrmidon makes one maul attack. On a hit, the target takes an extra 16 (3d10) thunder damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      </action>
    <description>Earth Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.
Source: Mordenkainen's Tome of Foes p. 202, Princes of the Apocalypse p. 212</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Eidolon</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any alignment</alignment>
    <ac>9</ac>
    <hp>63 (18d8-18)</hp>
    <speed>walk 0 ft., fly 40 ft.</speed>
    <str>7</str>
    <dex>8</dex>
    <con>9</con>
    <int>14</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Wis +8</save>
    <skill>Perception +8</skill>
    <passive>18</passive>
    <languages>the languages it knew in life</languages>
    <cr>12</cr>
    <resist>acid, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The eidolon can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object other than a sacred statue.</text>
      </trait>
    <trait>
        <name>Sacred Animation (Recharge 5-6)</name>
      <text>When the eidolon moves into a space occupied by a sacred statue, the eidolon can disappear, causing the statue to become a creature under the eidolon's control. The eidolon uses the sacred statue's statistics in place of its own.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The eidolon has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Divine Dread</name>
      <text>Each creature within 60 feet of the eidolon that can see it must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. While frightened in this way, the creature must take the Dash action and move away from the eidolon by the safest available route at the start of each of its turns, unless there is nowhere for it to move, in which case the creature also becomes stunned until it can move again. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any eidolon's Divine Dread for the next 24 hours.</text>
      </action>
    <description>
It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance.
 — Mordenkainen

Eidolon. The gods have many methods for protecting sites they deem holy. One servant they rely on often to do so is the eidolon, a ghostly spirit bound by a sacred oath to safeguard a place of import to the divine. Forged from the souls of those who had proven their unwavering devotion, eidolons stalk temples and vaults, places where miracles have been witnessed and relics enshrined, to ensure that no enemy can gain a foothold against the gods' cause through defilement or violence within these sites. If an enemy with such intent sets foot inside a warded location, the eidolon plunges into a graven vessel, a statue specially prepared to house the souls of these protectors. The eidolon then animates the effigy and uses the borrowed body to drive out the intruders bent on plundering the relics it is charged with guarding.
Sacred Guardians. Creating an eidolon requires a spirit of fanatical devotion—that of an individual who, in life, served with unwavering faithfulness. Upon death, a god might reward such a follower with everlasting service in the protection of a holy site. An eidolon has no purpose beyond guarding the place it was assigned to and never leaves.
Animated Statues. An eidolon has few methods for protecting itself beyond its ability to awaken its sacred vessels. When a foe enters, the eidolon leaps into action by merging its body with one of several statues at the site. After doing so, the eidolon controls the construct as if it was its own body and uses its fists to drive back intruders, smashing and crushing anything it can reach.
Undead Nature. An eidolon doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 194, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Infernal Machine Rebuild</description>
    <environment>coastal, desert, forest, grassland, mountain, urban</environment>
    </monster>
  <monster>
      <name>Elder Oblex</name>
    <size>H</size>
    <type>ooze</type>
    <alignment>Lawful Evil</alignment>
    <ac>16</ac>
    <hp>115 (10d12+50)</hp>
    <speed>walk 20 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>21</con>
    <int>22</int>
    <wis>13</wis>
    <cha>18</cha>
    <save>Int +10, Cha +8</save>
    <skill>Arcana +10, Deception +8, History +10, Nature +10, Perception +5, Religion +10</skill>
    <passive>15</passive>
    <languages>Common plus six more</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this distance)</senses>
    <trait>
        <name>Amorphous</name>
      <text>The oblex can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Aversion to Fire</name>
      <text>If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <trait>
        <name>Sulfurous Impersonation</name>
      <text>As a bonus action, the oblex can extrude a piece of itself that assumes the appearance of one Medium or smaller creature whose memories it has stolen. This simulacrum appears, feels, and sounds exactly like the creature it impersonates, though it smells faintly of sulfur. The oblex can impersonate 2d6 + 1 different creatures, each one tethered to its body by a strand of slime that can extend up to 120 feet away. For all practical purposes, the simulacrum is the oblex, meaning the oblex occupies its space and the simulacrum's space simultaneously. The slimy tether is immune to damage, but it is severed if there is no opening at least 1 inch wide between the oblex's main body and the simulacrum. The simulacrum disappears if the tether is severed.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elder oblex makes two pseudopod attacks and uses Eat Memories.</text>
      </action>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 17 (4d6 + 3) bludgeoning damage plus 7 (2d6) psychic damage.</text>
      <attack>Pseudopod|+7|4d6+3</attack>
      </action>
    <action>
        <name>Eat Memories</name>
      <text>The oblex targets one creature it can see within 5 feet of it. The target must succeed on a DC 18 Wisdom saving throw or take 44 (8d10) psychic damage and become memory drained until it finishes a short or long rest or until it benefits from the greater restoration or heal spell. Constructs, oozes, plants, and undead succeed on the save automatically.</text>
      <attack>Eat Memories||8d10</attack>
      <text>While memory drained, the target must roll a d4 and subtract the number rolled from any ability check or attack roll it makes. Each time the target is memory drained beyond the first, the die size increases by one: the d4 becomes a d6, the d6 becomes a d8, and so on until the die becomes a d20, at which point the target becomes unconscious for 1 hour. The effect then ends.</text>
      <text>When an oblex causes a target to become memory drained, the oblex learns all the languages the target knows and gains all its proficiencies, except any saving throw proficiencies.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oblex's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person (as 5th-level spell), detect thoughts, hold person</text>
      <text>3/day each: confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis</text>
      </trait>
    <spells>charm person, detect thoughts, hold person, confusion, dimension door, dominate person, fear, hallucinatory terrain, hold monster, hypnotic pattern, telekinesis</spells>
    <description>
Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.
 — Mordenkainen

Adult and Elder Oblexes. Newly formed oblexes lack the capabilities of their older kin. They seek only to feed on memories and grow until they can impersonate their victims.
Older oblexes, called adults and elders, have eaten so many memories that they can form duplicates of the creatures they have devoured from the substance of their bodies, sending them off to lure prey into their clutches, while remaining tethered to the slime by long tendrils of goo. These duplicated creatures are indistinguishable from their victims except for a faint sulfurous smell. Oblexes use these duplicates to lure prey into danger or to infiltrate settlements so they can feed on superior victims.
Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.
Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.
Ooze Nature. An oblex doesn't require sleep.

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 219</description>
    <environment>swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Elder Tempest</name>
    <size>G</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>19</ac>
    <hp>264 (16d20+96)</hp>
    <speed>walk 0 ft., fly 120 ft.</speed>
    <str>23</str>
    <dex>28</dex>
    <con>23</con>
    <int>2</int>
    <wis>21</wis>
    <cha>18</cha>
    <save>Wis +12, Cha +11</save>
    <skill></skill>
    <passive>15</passive>
    <languages></languages>
    <cr>23</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, poison, thunder</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Air Form</name>
      <text>The tempest can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The tempest doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the tempest fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Living Storm</name>
      <text>The tempest is always at the center of a storm 1d6 + 4 miles in diameter. Heavy precipitation in the form of either rain or snow falls there, causing the area to be lightly obscured. Heavy rain also extinguishes open flames and imposes disadvantage on Wisdom (Perception) checks that rely on hearing.</text>
      <text>In addition, strong winds swirl in the area covered by the storm. The winds impose disadvantage on ranged attack rolls. The winds extinguish open flames and disperse fog.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The tempest deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tempest makes two attacks with its thunderous slam.</text>
      </action>
    <action>
        <name>Thunderous Slam</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 23 (4d6 + 9) thunder damage.</text>
      <attack>Thunderous Slam|+16|4d6+9</attack>
      </action>
    <action>
        <name>Lightning Storm (Recharge 6)</name>
      <text>All other creatures within 120 feet of the tempest must each make a DC 20 Dexterity saving throw, taking 27 (6d8) lightning damage on a failed save, or half as much damage on a successful one. If a target's saving throw fails by 5 or more, the creature is also stunned until the end of its next turn.</text>
      <attack>Lightning Storm (Recharge 6)||6d8</attack>
      </action>
    <legendary>
        <text>The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The tempest moves up to its speed.</text>
      </legendary>
    <legendary>
        <name>Lightning Strike (Costs 2 Actions)</name>
      <text>The tempest can cause a bolt of lightning to strike a point on the ground anywhere under its storm. Each creature within 5 feet of that point must make a DC 20 Dexterity saving throw, taking 16 (3d10) lightning damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Screaming Gale (Costs 3 Actions)</name>
      <text>The tempest releases a blast of thunder and wind in a line that is 1 mile long and 20 feet wide. Objects in that area take 22 (4d10) thunder damage. Each creature there must succeed on a DC 21 Dexterity saving throw or take 22 (4d10) thunder damage and be flung up to 60 feet in a direction away from the line. If a thrown target collides with an immovable object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown before impact. If the target would collide with another creature instead, that other creature must succeed on a DC 19 Dexterity saving throw or take the same damage and be knocked prone.</text>
      </legendary>
    <description>Elder Tempest. Terrifying storms manifest in the body of the elder tempest. A being carved from clouds, wind, rain, and lightning, the elder tempest assumes the shape of a serpent that slithers through the sky. The tempest drowns the land beneath it with rain and stabs the earth with lances of lightning. Punishing winds scream around it as it flies, feeding the chaos it creates.
Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.
Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.
Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 200</description>
    <environment>arctic, coastal, grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Female Steeder</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>30 (4d10+8)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +7, Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Extraordinary Leap</name>
      <text>The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to move 3 feet.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage plus 9 (2d8) poison damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Sticky Leg</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one Medium or smaller creature. The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.</text>
      </action>
    <description>
Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.
 — Mordenkainen

Steeders. Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.
Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle.
Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other.
Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts.
Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Source: Mordenkainen's Tome of Foes p. 238, Out of the Abyss p. 231</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Fire Elemental Myrmidon</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>123 (19d8+38)</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>18</dex>
    <con>15</con>
    <int>9</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Ignan, one language of its creator's choice</languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>The myrmidon sheds bright light in a 20-foot radius and dim light in a 40-foot radius.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The myrmidon's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Water Susceptibility</name>
      <text>For every 5 feet the myrmidon moves in 1 foot or more of water, it takes 2 (1d4) cold damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The myrmidon makes three scimitar attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Scimitar|+7|1d6+4</attack>
      </action>
    <action>
        <name>Fiery Strikes (Recharge 6)</name>
      <text>The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) fire damage.</text>
      </action>
    <description>Fire Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.
Source: Mordenkainen's Tome of Foes p. 203, Princes of the Apocalypse p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fraz-Urb'luu</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>337 (27d10+189)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>29</str>
    <dex>12</dex>
    <con>25</con>
    <int>26</int>
    <wis>24</wis>
    <cha>26</cha>
    <save>Dex +8, Con +14, Int +15, Wis +14</save>
    <skill>Deception +15, Perception +14, Stealth +8</skill>
    <passive>24</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>23</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Fraz-Urb'luu fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Fraz-Urb'luu has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Fraz-Urb'luu's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Undetectable</name>
      <text>Fraz-Urb'luu can't be targeted by divination magic, perceived through magical scrying sensors, or detected by abilities that sense demons or fiends.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Fraz-Urb'luu makes three attacks: one with his bite and two with his fists.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 19 (3d6 + 9) piercing damage.</text>
      <attack>Bite|+16|3d6+9</attack>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 22 (3d8 + 9) bludgeoning damage.</text>
      <attack>Fist|+16|3d8+9</attack>
      </action>
    <legendary>
        <text>Fraz-Urb'luu can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Fraz-Urb'luu regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) bludgeoning damage. If the target is a Large or smaller creature, it is also grappled (escape DC 24). The grappled target is also restrained. Fraz-Urb'luu can grapple only one creature with his tail at a time.</text>
      </legendary>
    <legendary>
        <name>Phantasmal Killer (Costs 2 Actions)</name>
      <text>Fraz-Urb'luu casts phantasmal killer, no concentration required.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Fraz-Urb'luu can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Fraz-Urb'luu causes up to 5 doors within the lair to become walls, and an equal number of doors to appear on walls where there previously were none.</text>
      <text>• Fraz-Urb'luu chooses one humanoid within the lair and instantly creates a simulacrum of that creature (as if created with the simulacrum spell). This simulacrum obeys Fraz-Urb'luu's commands and is destroyed on the next initiative count 20.</text>
      <text>• Fraz-Urb'luu creates a wave of anguish. Each creature he can see within the lair must succeed on a DC 23 Wisdom saving throw or take 33 (6d10) psychic damage.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Fraz-Urb'luu's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Intelligent creatures within 1 mile of the lair frequently see hallucinations of long-dead friends and comrades that vanish after only a brief glimpse.</text>
      <text>• Roads and paths within 6 miles of the lair twist and turn back on themselves, making navigation in the area exceedingly difficult.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Fraz-Urb'luu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Fraz-Urb'luu dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Fraz-Urb'luu</name>
      <text>If a creature goes mad in Fraz-Urb'luu's lair or within line of sight of the demon lord, roll on the Madness of Fraz-Urb'luu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Fraz-Urb'luu</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "I never let anyone know the truth about my actions or intentions, even if doing so would be beneficial to me."</text>
      <text>21–40 | "I have intermittent hallucinations and fits of catatonia."</text>
      <text>41–60 | "My mind wanders as I have elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream."</text>
      <text>61–80 | "I convince myself that things are true, even in the face of overwhelming evidence to the contrary."</text>
      <text>81–00 | "My perception of reality doesn't match anyone else's. It makes me prone to violent delusions that make no sense to anyone else."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Fraz-Urb'luu's spellcasting ability is Charisma (spell save DC 23). Fraz-Urb'luu can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing his appearance), detect magic, dispel magic, phantasmal force</text>
      <text>3/day each: confusion, dream, mislead, programmed illusion, seeming</text>
      <text>1/day each: mirage arcane, modify memory, project image</text>
      </trait>
    <spells>alter self, detect magic, dispel magic, phantasmal force, confusion, dream, mislead, programmed illusion, seeming, mirage arcane, modify memory, project image</spells>
    <description>Fraz-Urb'luu. All demons are liars, but Fraz-Urb'luu is the Prince of Deception and Demon Lord of Illusions. He uses every trick, every ounce of demonic cunning, to manipulate his enemies—mortal and fiend alike—to do his will. Fraz-Urb'luu can create dreamlands and mind-bending fantasies able to deceive the most discerning foes.
Once imprisoned for centuries below Castle Greyhawk on the world of Oerth, Fraz-Urb'luu has slowly rebuilt his power in the Abyss. He seeks the pieces of the legendary staff of power taken from him by those who imprisoned him, and commands his servants to do likewise.
The Prince of Deception's true form is like that of a great gargoyle, some 12 feet tall, with an extended, muscular neck and a smiling face framed by long, pointed ears and lank, dark hair, and bat-like wings are furled against his powerful shoulders. He can assume other forms, however, from the hideous to the beautiful. Often the demon lord becomes so immersed in playing a role that he loses himself in it for a time.
Many of the cultists of Fraz-Urb'luu aren't even aware they serve the Prince of Deception, believing their master is a beneficent being and granter of wishes, some lost god or celestial, or even another fiend. Fraz-Urb'luu wears all these masks and more. He particularly delights in aiding demon-hunters against his demonic adversaries, driving the hunters to greater and greater atrocities in the name of their cause, only to eventually reveal his true nature and claim their souls as his own.
Fraz-Urb'luu's Lair
Fraz-Urb'luu's lair lies within the Abyssal lair known as Hollow's Heart, a featureless plain of white dust with few structures on it. The lair itself is the city of Zoragmelok, a circular fortress surrounded by adamantine walls topped with razors and hooks. Corkscrew towers loom above twisted domes and vast amphitheaters, just a few examples of the impossible architecture that fills the city.
Source: Mordenkainen's Tome of Foes p. 146, Out of the Abyss p. 238</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Frost Salamander</name>
    <size>H</size>
    <type>elemental</type>
    <alignment>Unaligned</alignment>
    <ac>17 (natural armor)</ac>
    <hp>168 (16d12+64)</hp>
    <speed>walk 60 ft., burrow 40 ft., climb 40 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>18</con>
    <int>7</int>
    <wis>11</wis>
    <cha>7</cha>
    <save>Con +8, Wis +4</save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>Primordial</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Burning Fury</name>
      <text>When the salamander takes fire damage, its Freezing Breath automatically recharges.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The salamander makes five attacks: four with its claws and one with its bite.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 8 (1d6 + 5) piercing damage.</text>
      <attack>Claws|+9|1d6+5</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 9 (1d8 + 5) piercing damage and 5 (1d10) cold damage.</text>
      <attack>Bite|+9|1d8+5</attack>
      </action>
    <action>
        <name>Freezing Breath (Recharge 6)</name>
      <text>The salamander exhales chill wind in a 60-foot cone. Each creature in that area must make a DC 17 Constitution saving throw, taking 44 (8d10) cold damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Freezing Breath (Recharge 6)||8d10</attack>
      </action>
    <description>Salamander, Frost. Frost salamanders are natives of the Plane of Ice, also called the Frostfell, which rests between the Plane of Air and the Plane of Water. Frost salamanders especially like to hunt warm-blooded creatures. They sometimes travel to frigid climes on the Material Plane by wandering through planar gates.
Devourers of Heat. The frost salamanders' aggression appetite for any heat source leads them to attack settlements they come across. They might mistake the fire of a forge or a campfire for a large, tasty meal, drawing them to attack expeditions and settlements that other predators would avoid. Azers sometimes venture into the Frostfell, where they use large fires to lure frost salamanders into traps to kill them and collect their hides and fangs for use in crafting weapons and armor.
False Refuge. Although frost salamanders can burrow their way through loose soil, they prefer to dig into the ice. They roll around in piles of broken chunks of ice, allowing it to scratch their backs as they grind it down. This habit leads them to create extensive networks of ice caves, becoming ever larger as they claw fresh chunks of ice from the walls of their lairs.
A frost salamander that dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs.
On rare occasions, frost giant capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.
Source: Mordenkainen's Tome of Foes p. 223</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Geryon</name>
    <size>H</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>300 (24d12+144)</hp>
    <speed>walk 30 ft., fly 50 ft.</speed>
    <str>29</str>
    <dex>17</dex>
    <con>22</con>
    <int>19</int>
    <wis>16</wis>
    <cha>23</cha>
    <save>Dex +10, Con +13, Wis +10, Cha +13</save>
    <skill>Deception +13, Intimidation +13, Perception +10</skill>
    <passive>20</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>22</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>cold, fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Geryon fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Geryon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Geryon's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Geryon regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Geryon dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Geryon makes two attacks: one with his claws and one with his stinger.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 23 (4d6 + 9) slashing damage. If the target is Large or smaller, it is grappled (DC 24) and is restrained until the grapple ends. Geryon can grapple one creature at a time. If the target is already grappled by Geryon, the target takes an extra 27 (6d8) slashing damage.</text>
      <attack>Claws|+16|4d6+9</attack>
      </action>
    <action>
        <name>Stinger</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one creature. 14 (2d4 + 9) piercing damage, and the target must succeed on a DC 21 Constitution saving throw or take 13 (2d12) poison damage and become poisoned until it finishes a short or long rest. The target's hit point maximum is reduced by an amount equal to half the poison damage it takes. If its hit point maximum drops to 0, it dies. This reduction lasts until the poisoned condition is removed.</text>
      <attack>Stinger|+16|2d4+9</attack>
      <attack>Stinger||2d12</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Geryon magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <action>
        <name>Variant: Sound the Horn</name>
      <text>Geryon can have an action that allows him to summon enslaved minotaurs.</text>
      <text>Sound the Horn (1/Day). Geryon blows his horn, which causes 5d4 minotaurs to appear in unoccupied spaces of his choice within 600 feet of him. The minotaurs roll initiative when they appear. They remain until they die or Geryon uses an action to dismiss any or all of them.</text>
      </action>
    <legendary>
        <text>Geryon can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Geryon regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Infernal Glare</name>
      <text>Geryon targets one creature he can see within 60 feet of him. If the target can see Geryon, the target must succeed on a DC 23 Wisdom saving throw or become frightened of Geryon until the end of its next turn.</text>
      </legendary>
    <legendary>
        <name>Swift Sting (Costs 2 Actions)</name>
      <text>Geryon attacks with his stinger.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Geryon uses his Teleport action.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Geryon can take a lair action to cause one of the following effects; he can't use the same effect two rounds in a row:</text>
      <text>• Geryon causes a blast of cold to burst from the ground at a point he can see within 120 feet of him. The cold fills a cube, 10 feet on each side, centered on that point. Each creature in that area must succeed on a DC 21 Constitution saving throw or take 28 (8d6) cold damage.</text>
      <text>• Geryon targets one creature he can see within 60 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become restrained for 1 minute. The target can end the effect on itself if it deals any damage to one or more of its allies.</text>
      <text>• Geryon casts the banishment spell.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Geryon's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia.</text>
      <text>• Freezing strong winds howl around the area within 1 mile of the lair.</text>
      <text>• Howls and screams fill the air within 1 mile of the lair. Any creature that finishes a short or long rest in this area must succeed on a DC 21 Wisdom saving throw or derive no benefit from the rest.</text>
      <text>If Geryon dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Geryon's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing his appearance), detect magic, geas, ice storm, invisibility (self only), locate object, suggestion, wall of ice</text>
      <text>1/day each: divine word, symbol (pain only)</text>
      </trait>
    <spells>alter self, detect magic, geas, ice storm, invisibility, locate object, suggestion, wall of ice, divine word, symbol</spells>
    <description>
Which is less worthy: the archdevil who leads a layer while being trapped in a block of ice, or the archdevil who can't outmaneuver a frozen adversary?
 — Mordenkainen

Geryon. Geryon is locked in an endless struggle with Levistus for control of Stygia. The two have fought each other for centuries, each displacing the other innumerable times. Currently, Geryon occupies an odd position in the infernal hierarchy. Although Levistus still claims lordship over Stygia, he has been trapped in an enormous block of ice at the command of Asmodeus. For his part, Geryon marshals his followers and seeks to discover the means to replace his hated rival.
Among the archdevils, Geryon and Zariel are especially known for martial prowess. He is a ferocious hunter and a relentless tracker. Other devils command legions and bid their followers to battle their enemies. Geryon loves the feeling of flesh and steel being sundered beneath his claws, and the taste of his foes' blood.
His ferocity serves him well in Stygia's frozen waste, but it has also limited his ability to collect souls and forge an effective hierarchy. Sages who study the Nine Hells believe that the battle for control of Stygia is a test staged by Asmodeus in hopes of purging the worst impulses from both Geryon and Levistus, or at the very least opening the door for a competent replacement for both to rise from the ranks.
Geryon's Lair
Geryon has recently reclaimed his ancient fortress, Coldsteel, a sprawling complex that rises from the ice and snow at the center of Stygia. He roams the passages of this place, scattering the ice devil and minotaur slaves he took from Baphomet, raging against Asmodeus's betrayal while spitting oaths of vengeance and hatching mad schemes to reclaim his standing from Levistus.
Source: Mordenkainen's Tome of Foes p. 173</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Giff</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Lawful Neutral</alignment>
    <ac>16 (breastplate)</ac>
    <hp>60 (8d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>17</con>
    <int>11</int>
    <wis>12</wis>
    <cha>12</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Headfirst Charge</name>
      <text>The giff can try to knock a creature over; if the giff moves at least 20 feet in a straight line that ends within 5 feet of a Large or smaller creature, that creature must succeed on a DC 14 Strength saving throw or take 7 (2d6) bludgeoning damage and be knocked prone.</text>
      </trait>
    <trait>
        <name>Firearms Knowledge</name>
      <text>The giff's mastery of its weapons enables it to ignore the loading property of muskets and pistols.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giff makes two pistol attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+4</attack>
      </action>
    <action>
        <name>Musket</name>
      <text>Ranged Weapon Attack: +4 to hit, range 40/120 ft., one target. 8 (1d12 + 2) piercing damage.</text>
      <attack>Musket|+4|1d12+2</attack>
      </action>
    <action>
        <name>Pistol</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/90 ft., one target. 7 (1d10 + 2) piercing damage.</text>
      <attack>Pistol|+4|1d10+2</attack>
      </action>
    <action>
        <name>Fragmentation Grenade (1/Day)</name>
      <text>The giff throws a grenade up to 60 feet. Each creature within 20 feet of the grenade's detonation must make a DC 15 Dexterity saving throw, taking 17 (5d6) piercing damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fragmentation Grenade (1/Day)||5d6</attack>
      </action>
    <description>Giff. It's easy to spot the giff in a room: a group of 7-foot-tall, hippopotamus-headed humanoids attired in gaudy military uniforms, with gleaming pistols and muskets on display. These spacefaring mercenaries are renowned for their martial training and their love of explosives.
Military Organization. Every aspect of giff society is organized along military lines. From birth until death, every giff has a military rank. It must follow orders from those of superior rank, and it can give orders to those of lower rank. Promotions don't depend on age but are granted by a superior as a reward for valor. Giff are devoted to their children, even as most of their education is geared toward fighting and war.
Mercenaries Extraordinaire. Giff are in high demand as warriors for hire, but they insist on serving in units composed entirely of giff; a giff hiring itself out individually is unheard of. Giff refuse to fight other giff, and will never agree to a contract unless it stipulates that they can sit out a battle rather than wage war against their kin. A giff prizes the reputation of its unit above its own life. Life is fleeting, but the regiment endures for generations or even centuries.
A Whiff of Gunpowder. Muskets and grenades are the favorite weapons of every giff. The bigger the boom, the brighter the flash, and the thicker the smoke it produces, the more giff love a weapon. Their skill with gunpowder is another reason for their popularity as mercenaries. Giff revel in the challenge of building a bomb big enough to level a fortification. They gladly accept payment in kegs of gunpowder in preference to gold, gems, or other currency.
No Honor in Magic. Some giff become wizards, clerics, and other kinds of spellcasters, but they're so infrequent that most giff mercenary units have no magical capability. Typical giff are as smart as the average human, but their focus on military training to the exclusion of all other areas of study can make them seem dull-witted to those who have more varied interests.
Gunpowder by the Keg. Aside from their personal gunpowder weapons, giff ships and mercenary companies carry spare gunpowder in kegs. In an emergency, or any time a large explosion is needed, a whole keg can be detonated. A giff lights the fuse on the keg and can then throw the keg up to 15 feet as part of the same action. The keg explodes at the start of the giff's next turn. Each creature within 20 feet of the exploding keg must make a DC 12 Dexterity saving throw. On a failed save, a creature takes 24 (7d6) fire damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.
Every other keg of gunpowder within 20 feet of an exploding keg has a 50 chance of also exploding. Check each keg only once per turn, no matter how many other kegs explode around it.
Source: Mordenkainen's Tome of Foes p. 204</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Githyanki Gish</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>123 (19d8+38)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>15</dex>
    <con>14</con>
    <int>16</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Con +6, Int +7, Wis +6</save>
    <skill>Insight +6, Perception +6, Stealth +6</skill>
    <passive>16</passive>
    <languages>Gith</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>War Magic</name>
      <text>When the githyanki uses its action to cast a spell, it can make one weapon attack as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The githyanki makes two longsword attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage plus 18 (4d8) psychic damage, or 8 (1d10 + 3) slashing damage plus 18 (4d8) psychic damage if used with two hands.</text>
      <attack>Longsword|+7|1d8+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: jump, misty step, nondetection (self only)</text>
      <text>1/day each: plane shift, telekinesis</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The githyanki is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The githyanki has the following wizard spells prepared:</text>
      <text>Cantrips (at will): blade ward, light, message, true strike</text>
      <text>• 1st level (4 slots): expeditious retreat, magic missile, sleep, thunderwave</text>
      <text>• 2nd level (3 slots): blur, invisibility, levitate</text>
      <text>• 3rd level (3 slots): counterspell, fireball, haste</text>
      <text>• 4th level (2 slots): dimension door</text>
      </trait>
    <slots>4, 3, 3, 2</slots>
    <spells>mage hand, jump, misty step, nondetection, plane shift, telekinesis, blade ward, light, message, true strike, expeditious retreat, magic missile, sleep, thunderwave, blur, invisibility, levitate, counterspell, fireball, haste, dimension door</spells>
    <description>
What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
 — Mordenkainen

Githyanki Gish. Their keen minds and psionic gifts allow the githyanki to master magic. Gish blend their magical abilities with swordplay to become dangerous foes in battle. Their specialized capabilities make them well suited for assassination, raiding, and espionage.
Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.
Source: Mordenkainen's Tome of Foes p. 205, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>desert, mountain, urban</environment>
    </monster>
  <monster>
      <name>Githyanki Kith'rak</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>180 (24d8+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>16</dex>
    <con>17</con>
    <int>16</int>
    <wis>15</wis>
    <cha>17</cha>
    <save>Con +7, Int +7, Wis +6</save>
    <skill>Intimidation +7, Perception +6</skill>
    <passive>16</passive>
    <languages>Gith</languages>
    <cr>12</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Rally the Troops</name>
      <text>As a bonus action, the githyanki can magically end the charmed and frightened conditions on itself and each creature of its choice that it can see within 30 feet of it.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The githyanki makes three greatsword attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 17 (5d6) psychic damage.</text>
      <attack>Greatsword|+8|2d6+4</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The githyanki adds 4 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githyanki's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: blur, jump, misty step, nondetection (self only)</text>
      <text>1/day each: plane shift, telekinesis</text>
      </trait>
    <spells>mage hand, blur, jump, misty step, nondetection, plane shift, telekinesis</spells>
    <description>
What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
 — Mordenkainen

Githyanki Kith'rak. The githyanki's militarized culture assigns ranks and responsibilities to its citizens. Groups of ten warriors follow the commands of the sarths (githyanki warriors), while ten sarths obey the commands of the mighty kith'rak. These champions earn their status through torturous training and psionic testing until they can command the respect of their underlings.
Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.
Source: Mordenkainen's Tome of Foes p. 205</description>
    <environment>desert, mountain, urban</environment>
    </monster>
  <monster>
      <name>Githyanki Supreme Commander</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>187 (22d8+88)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>17</dex>
    <con>18</con>
    <int>16</int>
    <wis>16</wis>
    <cha>18</cha>
    <save>Con +9, Int +8, Wis +8</save>
    <skill>Insight +8, Intimidation +9, Perception +8</skill>
    <passive>18</passive>
    <languages>Gith</languages>
    <cr>14</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The githyanki makes two greatsword attacks.</text>
      </action>
    <action>
        <name>Silver Greatsword</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) slashing damage plus 17 (5d6) psychic damage. On a critical hit against a target in an astral body (as with the astral projection spell), the githyanki can cut the silvery cord that tethers the target to its material body, instead of dealing damage.</text>
      <attack>Silver Greatsword|+12|2d6+7</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The githyanki adds 5 to its AC against one melee attack that would hit it. To do so, the githyanki must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <legendary>
        <text>The humanoid (gith) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (gith) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack (2 Actions)</name>
      <text>The githyanki makes a greatsword attack.</text>
      </legendary>
    <legendary>
        <name>Command Ally</name>
      <text>The githyanki targets one ally it can see within 30 feet of it. If the target can see or hear the githyanki, the target can make one melee weapon attack using its reaction and has advantage on the attack roll.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>The githyanki magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it. It also becomes insubstantial until the start of its next turn. While insubstantial, it can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it takes 16 (3d10) force damage and is moved to the nearest unoccupied space.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githyanki's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: jump, levitate (self only), misty step, nondetection (self only)</text>
      <text>1/day each: Bigby's hand, mass suggestion, plane shift, telekinesis</text>
      </trait>
    <spells>mage hand, jump, levitate, misty step, nondetection, Bigby's hand, mass suggestion, plane shift, telekinesis</spells>
    <description>
What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
 — Mordenkainen

Githyanki Supreme Commander. Supreme commanders lead the githyanki armies, each one commanding ten kith'raks, who in turn lead the rest of their forces. Most supreme commanders ride red dragons into battle.
Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.
Source: Mordenkainen's Tome of Foes p. 206</description>
    <environment>desert, mountain, urban</environment>
    </monster>
  <monster>
      <name>Githzerai Anarch</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>20</ac>
    <hp>144 (17d8+68)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>21</dex>
    <con>18</con>
    <int>18</int>
    <wis>20</wis>
    <cha>14</cha>
    <save>Str +8, Dex +10, Int +9, Wis +10</save>
    <skill>Arcana +9, Insight +10, Perception +10</skill>
    <passive>20</passive>
    <languages>Gith</languages>
    <cr>16</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Psychic Defense</name>
      <text>While the anarch is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The anarch makes three unarmed strikes.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 14 (2d8 + 5) bludgeoning damage plus 18 (4d8) psychic damage.</text>
      <attack>Unarmed Strike|+10|2d8+5</attack>
      </action>
    <legendary>
        <text>The humanoid (gith) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (gith) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Strike</name>
      <text>The anarch makes one unarmed strike.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>The anarch magically teleports, along with any equipment it is wearing and carrying, to an unoccupied space it can see within 30 feet of it.</text>
      </legendary>
    <legendary>
        <name>Change Gravity (Costs 3 Actions)</name>
      <text>The anarch casts the reverse gravity spell. The spell has the normal effect, except that the anarch can orient the area in any direction and creatures and objects fall toward the end of the area.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>An anarch can use lair actions. On initiative count 20 (losing initiative ties), the anarch can take a lair action to cause one of the following effects; the anarch can't use the same effect two rounds in a row:</text>
      <text>• The anarch casts the lightning bolt spell (at 5th level), but the anarch can change the damage type from lightning to cold, fire, psychic, radiant, or thunder. If the spell deals damage other than fire or lightning, it doesn't ignite flammable objects.</text>
      <text>• The anarch casts the creation spell (as a 9th-level spell) using the unformed substance of Limbo instead of shadow material. If used in Limbo, the object remains until the anarch's concentration is broken, regardless of its composition. If the anarch moves more than 120 feet from the object, its concentration breaks.</text>
      <text>• The anarch can magically move an object it can see within 150 feet of it by making a Wisdom check with advantage. The DC depends on the object's size: DC 5 for Tiny, DC 10 for Small, DC 15 for Medium, DC 20 for Large, and DC 25 for Huge or larger.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing an anarch's lair is warped by its presence, which creates one or more of the following effects:</text>
      <text>• In Limbo, the anarch can spend 10 minutes stabilizing a 5-mile area centered on it, causing the unformed substance to take whatever inanimate form the anarch chooses. During that process, the anarch determines the shape and composition of the forms created.</text>
      <text>• The anarch stabilizes any object created in Limbo and brought to the Material Plane for as long as the anarch remains within 1 mile of it (no action required).</text>
      <text>If the anarch dies, these effects end after 1d6 rounds. All formed substance becomes a chaotic churn of energy and matter, unraveling into unformed substance that dissipates 1d6 rounds later.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The anarch's innate spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: feather fall, jump, see invisibility, shield, telekinesis</text>
      <text>1/day each: globe of invulnerability, plane shift, teleportation circle, wall of force</text>
      </trait>
    <spells>mage hand, feather fall, jump, see invisibility, shield, telekinesis, globe of invulnerability, plane shift, teleportation circle, wall of force</spells>
    <description>
The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance.
 — Mordenkainen

Githzerai Anarch. The most powerful of the githzerai, anarchs lead communities and maintain the adamantine citadels that serve as strong points in planes beyond Limbo. They have formidable psionic capabilities, able to manipulate the unformed substance of their adopted plane with a thought. These rare githzerai are sages and mystics, and their word is law.
Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.

What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
 — Mordenkainen

An Anarch's Lair
In Limbo, githzerai anarchs create islands of tranquility in the otherwise turbulent plane. By directing its psionic power, an anarch can give form to formless substance, creating mountains, lakes, and structures of any composition to serve as a foundation for a githzerai community.
Source: Mordenkainen's Tome of Foes p. 207</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Githzerai Enlightened</name>
    <size>M</size>
    <type>humanoid (gith)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>18</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>19</dex>
    <con>16</con>
    <int>17</int>
    <wis>19</wis>
    <cha>13</cha>
    <save>Str +6, Dex +8, Int +7, Wis +8</save>
    <skill>Arcana +7, Insight +8, Perception +8</skill>
    <passive>18</passive>
    <languages>Gith</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Psychic Defense</name>
      <text>While the githzerai is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The githzerai makes three unarmed strikes.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) bludgeoning damage plus 13 (3d8) psychic damage.</text>
      <attack>Unarmed Strike|+8|2d8+4</attack>
      </action>
    <action>
        <name>Temporal Strike (Recharge 6)</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 13 (2d8 + 4) bludgeoning damage plus 52 (8d12) psychic damage. The target must succeed on a DC 16 Wisdom saving throw or move 1 round forward in time. A target moved forward in time vanishes for the duration. When the effect ends, the target reappears in the space it left or in an unoccupied space nearest to that space if it's occupied.</text>
      <attack>Temporal Strike (Recharge 6)|+8|2d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The githzerai's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: mage hand (the hand is invisible)</text>
      <text>3/day each: blur, expeditious retreat, feather fall, jump, see invisibility, shield</text>
      <text>1/day each: haste, plane shift, teleport</text>
      </trait>
    <spells>mage hand, blur, expeditious retreat, feather fall, jump, see invisibility, shield, haste, plane shift, teleport</spells>
    <description>
The githzerai are a check on the githyanki and the illithids. The githyanki are a check on the githzerai and the illithids. Thus, three unequal forces enforce the Balance.
 — Mordenkainen

Githzerai Enlightened. Githzerai never stop training. They spend long hours in meditation to transcend the limits of their forms and to apprehend the nature of reality. Zerths who complete the next tier of their training become one of the githzerai known as the enlightened.
Gith. The descendants of an ancient people—so old their original name has been lost—have turned against each other, becoming vicious enemies divided over mortality, purpose, and the machinations of their leaders. The bellicose githyanki terrorize the Astral Plane, raiding into other worlds to plunder the multiverse of its magic and riches. The githzerai live apart from the rest of the cosmos, content within the confines of their fortresses floating through the chaos of Limbo. Although the two groups of gith despise each other, their hatred for the mind flayers from whom they escaped endures, and both githyanki and githzerai are dedicated to hunting their ancestral foes.

What would become of this multiverse if githyanki didn't guard the Astral Plane from the illithid menace? What would reality become if beings of thought ruled the plane of thought?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 208</description>
    <environment>desert, mountain, urban</environment>
    </monster>
  <monster>
      <name>Gloom Weaver</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral</alignment>
    <ac>14 (17 with mage armor)</ac>
    <hp>104 (16d8+32)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>18</dex>
    <con>14</con>
    <int>15</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Dex +8, Con +6</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Common, Elvish</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>necrotic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Burden of Time</name>
      <text>Beasts and humanoids, other than shadar-kai, have disadvantage on saving throws while within 10 feet of the gloom weaver.</text>
      </trait>
    <trait>
        <name>Fey Ancestry</name>
      <text>The gloom weaver has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gloom weaver makes two spear attacks and casts one spell that takes 1 action to cast.</text>
      </action>
    <action>
        <name>Shadow Spear</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 26 (4d12) necrotic damage, or 8 (1d8 + 4) piercing damage plus 26 (4d12) necrotic damage if used with two hands.</text>
      <attack>Shadow Spear|+8|1d6+4</attack>
      </action>
    <reaction>
        <name>Misty Escape (Recharges after a Short or Long Rest)</name>
      <text>When the gloom weaver takes damage, it turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks or casts a spell.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The gloom weaver's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: arcane eye, mage armor, speak with dead</text>
      <text>1/day each: arcane gate, bane, compulsion, confusion, true seeing</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The gloom weaver is a 12th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): minor illusion, prestidigitation, chill touch, eldritch blast*</text>
      <text>• 5th level (3 slots): armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt</text>
      <text>*3 beams +4 bonus to each damage roll</text>
      </trait>
    <slots>3</slots>
    <spells>arcane eye, mage armor, speak with dead, arcane gate, bane, compulsion, confusion, true seeing, minor illusion, prestidigitation, chill touch, eldritch blast, armor of Agathys, blight, darkness, dream, invisibility, fear, hypnotic pattern, major image, contact other plane, vampiric touch, witch bolt</spells>
    <description>Gloom Weaver. Although a formidable fighter, a gloom weaver is often content to remain hidden in the shadows, watching with rapt attention as its very presence affects its victims. Its dark energy weighs down the heart, causing those within its oppressive aura to feel the approach of death. This torment alone is enough to please its master, the Raven Queen, but should it be detected, a gloom weaver uses its shadow magic to reduce its enemies to ghastly corpses.
Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.
Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.
Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.
Source: Mordenkainen's Tome of Foes p. 224</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Gray Render</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>189 (18d10+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>13</dex>
    <con>20</con>
    <int>3</int>
    <wis>6</wis>
    <cha>8</cha>
    <save>Str +8, Con +9</save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>12</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The gray render makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 17 (2d12 + 4) piercing damage. If the target is Medium or smaller, the target must succeed on a DC 16 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+8|2d12+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 13 (2d8 + 4) slashing damage. If the target is prone an additional 7 (2d6) bludgeoning damage is dealt to the target.</text>
      <attack>Claws|+8|2d8+4</attack>
      </action>
    <reaction>
        <name>Bloody Rampage</name>
      <text>When the gray render takes damage, it makes one attack with its claws against a random creature within its reach, other than its master.</text>
      </reaction>
    <description>
I suspect gray renders owe their origin to the neogi, since they are often in their company. Those that appear in the wilderness are likely castaways from frustrated neogi masters.
 — Mordenkainen

Gray Render. A curious impulse drives the gray render. Despite its hulking form and terrible appetite, it wants most of all to bond with an intelligent creature and, once bonded, give its life to protect that creature. Great strength and a savage nature enable gray renders to be fierce guardians, but they lack even a shred of cunning.
A Spreading Plague. Gray renders reproduce by forming nodules on their bodies that, upon reaching maturity, break off to begin life as young gray renders. These monstrosities feel no obligation to their young, and they have no inclination to gather with others of their kind.
Chaotic Allies. As a side effect of its breeding, each gray render has an overpowering need to bond with an intelligent creature. When it encounters a suitable master, the render sings to it—a weird, warbling cry accompanied by scratching at the earth and a show of deference. Once it forms the bond, the render serves its master in all things.
Although this bond can be a great benefit, renders are inherently chaotic. In a battle, a render fights with all the savagery it can muster and never willingly harms its master, but outside battle, a gray render might present considerable difficulty for its master's associates. It might follow its master even after being told to stay put, destroy its master's house, burrow holes in the side of a ship, kill horses, attack when it feels jealous, and more. A gray render might be a boon companion, but it is always an unpredictable one.
The Gray Render Quirks table presents possible quirks for gray renders that can be generated randomly or selected as desired.
Grey Render Quirk
d12 | Quirk
1 | Hates horses and other mounts
2 | Roars loudly when its bonded creature is touched by another creature
3 | Likes to snuggle
4 | Uproots and chews on trees
5 | Has terrific and eye-watering flatulence
6 | Brings offerings of meat to its bonded creature
7 | Compulsively digs up the ground
8 | Attacks carts and wagons as if they were terrible monsters
9 | Howls when it rains
10 | Whines piteously in the dark
11 | Buries treasure it finds
12 | Chases birds, leaping into the air to catch them, heedless of the destruction it causes

Source: Mordenkainen's Tome of Foes p. 209</description>
    <environment>forest, hill</environment>
    </monster>
  <monster>
      <name>Graz'zt</name>
    <size>L</size>
    <type>fiend (demon, shapechanger)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>346 (33d10+165)</hp>
    <speed>walk 40 ft.</speed>
    <str>22</str>
    <dex>15</dex>
    <con>21</con>
    <int>23</int>
    <wis>21</wis>
    <cha>26</cha>
    <save>Dex +9, Con +12, Wis +12</save>
    <skill>Deception +15, Insight +12, Perception +12, Persuasion +15</skill>
    <passive>22</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>24</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>Graz'zt can use his action to polymorph into a form that resembles a Medium humanoid, or back into his true form. Aside from his size, his statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Graz'zt fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Graz'zt has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Graz'zt's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Graz'zt attacks twice with Wave of Sorrow.</text>
      </action>
    <action>
        <name>Wave of Sorrow (Greatsword)</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 20 (4d6 + 6) slashing damage plus 10 (3d6) acid damage.</text>
      <attack>Wave of Sorrow (Greatsword)|+13|4d6+6</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Graz'zt magically teleports, along with any equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <legendary>
        <text>Graz'zt can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Graz'zt regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Graz'zt attacks once with Wave of Sorrow.</text>
      </legendary>
    <legendary>
        <name>Dance, My Puppet</name>
      <text>One creature charmed by Graz'zt that Graz'zt can see must use its reaction to move up to its speed as Graz'zt directs.</text>
      </legendary>
    <legendary>
        <name>Sow Discord</name>
      <text>Graz'zt casts crown of madness or dissonant whispers.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Graz'zt uses his Teleport action.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Graz'zt can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Graz'zt casts the command spell on every creature of his choice in the lair. He needn't see each one, but he must be aware that an individual is in the lair to target that creature. He issues the same command to all the targets.</text>
      <text>• Smooth surfaces within the lair become as reflective as a polished mirror. Until a different lair action is used, creatures within the lair have disadvantage on Dexterity (Stealth) checks made to hide.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Graz'zt's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Flat surfaces within 1 mile of the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.</text>
      <text>• Wild beasts within 6 miles of the lair break into frequent conflicts and coupling, mirroring the behavior that occurs during their mating seasons.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Graz'zt table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Graz'zt dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Graz'zt</name>
      <text>If a creature goes mad in Graz'zt's lair or within line of sight of the demon lord, roll on the Madness of Graz'zt table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Graz'zt</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "There is nothing in the world more important than me and my desires."</text>
      <text>21–40 | "Anyone who doesn't do exactly what I say doesn't deserve to live."</text>
      <text>41–60 | "Mine is the path of redemption. Anyone who says otherwise is intentionally misleading you."</text>
      <text>61–80 | "I will not rest until I have made someone else mine, and doing so is more important to me than my own life—or the lives of others."</text>
      <text>81–90 | "My own pleasure is of paramount importance. Everything else, including social graces, is a triviality."</text>
      <text>91–00 | "Anything that can bring me happiness should be enjoyed immediately. There is no point to saving anything pleasurable for later."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Graz'zt's spellcasting ability is Charisma (spell save DC 23). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, crown of madness, detect magic, dispel magic, dissonant whispers</text>
      <text>3/day each: counterspell, darkness, dominate person, sanctuary, telekinesis, teleport</text>
      <text>1/day each: dominate monster, greater invisibility</text>
      </trait>
    <spells>charm person, crown of madness, detect magic, dispel magic, dissonant whispers, counterspell, darkness, dominate person, sanctuary, telekinesis, teleport, dominate monster, greater invisibility</spells>
    <description>Graz'zt. The appearance of the Dark Prince is a warning that not all beautiful things are good. Standing nearly nine feet tall, Graz'zt strikes the perfect figure of untamed desire, every plane and curve of his body, every glance of his burning eyes, promising a mixture of pleasure and pain. A subtle wrongness pervades his beauty, from the cruel cast of his features to the six fingers on each hand and six toes on each foot. Graz'zt can also transform himself at will, appearing in any humanoid form that pleases him, or his onlookers, all equally tempting in their own ways.
Graz'zt surrounds himself with the finest of things and the most attractive of servants, and he adorns himself in silks and leathers both striking and disturbing in their workmanship. His lair, and those of his cultists, are pleasure palaces where nothing is forbidden, save moderation or kindness.
The dark Prince of Pleasure considers restriction the only sin, and takes what he wants. Cults devoted to him are secret societies of indulgence, often using their debauchery to subjugate others through blackmail, addiction, and manipulation. They frequently wear alabaster masks with ecstatic expressions and ostentatious dress and body ornamentation to their secret assignations.
Although he prefers charm and subtle manipulation, Graz'zt is capable of terrible violence when provoked. He wields the greatsword Angdrelve, also called Wave of Sorrow, its wavy, razor-edged blade dripping acid at his command.
Graz'zt's Lair
Graz'zt's principal lair is his Argent Palace, a grandiose structure in the city of Zelatar, found within his Abyssal domain of Azzatar. Graz'zt's maddening influence radiates outward in a tangible ripple, warping reality around him. Given enough time in a single location, Graz'zt can twist it with his madness. Graz'zt's lair is a den of ostentation and hedonism. It is adorned with finery and decorations so decadent that even the wealthiest of mortals would blush at the excess. Within Graz'zt's lairs, followers, thralls, and subjects alike are forced to slake Graz'zt's thirst for pageantry and pleasure.
Source: Mordenkainen's Tome of Foes p. 149, Out of the Abyss p. 241</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Green Abishai</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>187 (25d8+75)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>12</str>
    <dex>17</dex>
    <con>16</con>
    <int>17</int>
    <wis>12</wis>
    <cha>19</cha>
    <save>Int +8, Cha +9</save>
    <skill>Deception +9, Insight +6, Perception +6, Persuasion +9</skill>
    <passive>16</passive>
    <languages>Draconic, Infernal, telepathy 120 ft.</languages>
    <cr>15</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the abishai's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abishai has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The abishai's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abishai makes two attacks, one with its claws and one with its longsword, or it casts one spell from its Innate Spellcasting trait and makes one claw attack.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d8 + 1) slashing damage, or 6 (1d10 + 1) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+1</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 12 (2d8 + 3) piercing damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+8|2d8+3</attack>
      <attack>Claws||2d10</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The abishai's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self, major image</text>
      <text>3/day each: charm person, detect thoughts, fear</text>
      <text>1/day each: confusion, dominate person, mass suggestion</text>
      </trait>
    <spells>alter self, major image, charm person, detect thoughts, fear, confusion, dominate person, mass suggestion</spells>
    <description>Green Abishai. The envoys of Tiamat's armies, green abishais represent the god's interests in the Nine Hells and beyond. Their keen senses make them adept at discovering secrets and other sensitive information, while their diplomatic skills and their magic ensure that they can manipulate even the shrewdest opponents.
Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.
There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 162</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Hellfire Engine</name>
    <size>H</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>216 (16d12+112)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>24</con>
    <int>2</int>
    <wis>10</wis>
    <cha>1</cha>
    <save>Dex +8, Wis +5, Cha +0</save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Infernal but can't speak</languages>
    <cr>16</cr>
    <resist>cold, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, deafened, exhaustion, frightened, paralyzed, poisoned, unconscious</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The hellfire engine is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The hellfire engine has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Flesh-Crushing Stride</name>
      <text>The hellfire engine moves up to its speed in a straight line. During this move, it can enter Large or smaller creatures' spaces. A creature whose space the hellfire engine enters must make a DC 18 Dexterity saving throw. On a successful save, the creature is pushed to the nearest space out of the hellfire engine's path. On a failed save, the creature falls prone and takes 28 (8d6) bludgeoning damage.</text>
      <attack>Flesh-Crushing Stride||8d6</attack>
      <text>If the hellfire engine remains in the prone creature's space, the creature is also restrained until it's no longer in the same space as the hellfire engine. While restrained in this way, the creature, or another creature within 5 feet of it, can make a DC 18 Strength check. On a success, the creature is shunted to an unoccupied space of its choice within 5 feet of the hellfire engine and is no longer restrained.</text>
      </action>
    <action>
        <name>Hellfire Weapons</name>
      <text>The hellfire engine uses one of the following options:</text>
      <text>• • Bonemelt Sprayer: The hellfire engine spews acidic flame in a 60-foot cone. Each creature in the cone must make a DC 20 Dexterity saving throw, taking 11 (2d10) fire damage plus 18 (4d8) acid damage on a failed save, or half as much damage on a successful one. Creatures that fail the saving throw are drenched in burning acid and take 5 (1d10) fire damage plus 9 (2d8) acid damage at the end of their turns. An affected creature or another creature within 5 feet of it can take an action to scrape off the burning fuel.</text>
      <attack>Hellfire Weapons||2d10</attack>
      <text>• • Lightning Flail: Melee Weapon Attack: +11 to hit, reach 15 ft., one creature. 18 (3d8 + 5) bludgeoning damage plus 22 (5d8) lightning damage. Up to three other creatures of the hellfire engine's choice that it can see within 30 feet of the target must each make a DC 20 Dexterity saving throw, taking 22 (5d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Hellfire Weapons|+11|3d8+5</attack>
      <attack>Hellfire Weapons||5d8</attack>
      <text>• • Thunder Cannon: The hellfire engine targets a point within 120 feet of it that it can see. Each creature within 30 feet of that point must make a DC 20 Dexterity saving throw, taking 27 (5d10) bludgeoning damage plus 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Hellfire Weapons||5d10</attack>
      <text>If the chosen option kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours. If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.</text>
      </action>
    <description>Hellfire Engine. Hellfire engines are semi-autonomous bringers of destruction. amnizu and other devilish generals hold them in reserve until they are needed to repel an incursion by demons or crusading mortals, but occasionally one of these mechanical and magical hybrids gets loose, driven berserk by its need to destroy.
Many Forms, One Purpose. Hellfire engines take many forms, but all of them have one purpose: to mow down foes in waves. They are incapable of subtlety or trickery, but their destructive capability is immense.
Soul Trapping. Mortal creatures slain by hellfire engines are doomed to join the infernal legions in mere hours unless powerful magic-wielders intervene on their behalf. The archdukes would like nothing better than to modify this magic so it works against demons, too, but that discovery has eluded them so far.
Constructed Nature. A hellfire engine doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 165</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Howler</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>90 (12d10+24)</hp>
    <speed>walk 40 ft.</speed>
    <str>17</str>
    <dex>16</dex>
    <con>15</con>
    <int>5</int>
    <wis>20</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +8</skill>
    <passive>15</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>8</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Pack Tactics</name>
      <text>A howler has advantage on attack rolls against a creature if at least one of the howler's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The howler makes two bite attacks.</text>
      </action>
    <action>
        <name>Rending Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is frightened it takes an additional 22 (4d10) psychic damage. This attack ignores damage resistance.</text>
      <attack>Rending Bite|+6|2d6+3</attack>
      </action>
    <action>
        <name>Mind-Breaking Howl (Recharge 6)</name>
      <text>The howler emits a keening howl in a 60-foot cone. Each creature in that area that isn't deafened must succeed on a DC 16 Wisdom saving throw or be frightened until the end of the howler's next turn. While a creature is frightened in this way, its speed is halved, and it is incapacitated. A target that successfully saves is immune to the Mind-Breaking Howl of all howlers for the next 24 hours.</text>
      </action>
    <description>
Why does the howler sing? Doing so causes its prey to flee, and surely stealth would make for better hunting in howling Pandemonium. There is only one answer: the creature can taste fear.
 — Mordenkainen

Howler. A far-off wail precedes the sight of a howler. Even at a distance, one's mind cringes at the sound and fills with horror at the realization that the noise is drawing closer. When howlers go on the prowl, courage isn't enough to stand up against them, and even one's sanity is at risk.
Prowlers from Pandemonium. These nightmare creatures, native to Pandemonium, can also be found on most of the Lower Planes, because of the many fiends that capture them and train them as war hounds. Howlers can be domesticated, after a fashion, but they respond only to brutal training during which they are forced to recognize the trainer as the pack's undisputed leader. A trained pack then follows its leader without hesitation. Howler packs course over the battlefields of the Blood War and also serve evil mortals who have the power and the savagery to command their loyalty.
Brutal Hunters. Howlers rely on speed, numbers, and their mind-numbing howl to corner prey before they tear it apart. The howl floods the minds of its victims, making complex thought impossible. They can do little more than stare in horror and stumble around the battlefield in a search for safety. Any task more demanding than that is beyond their capability. Fiends especially prize howlers for this reason, because for a few crucial moments in a battle, their howls can neutralize an enemy's ability to use spells and other powers.
Source: Mordenkainen's Tome of Foes p. 210</description>
    <environment>desert, grassland, hill, underdark</environment>
    </monster>
  <monster>
      <name>Hutijin</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>200 (16d10+112)</hp>
    <speed>walk 30 ft., fly 60 ft.</speed>
    <str>27</str>
    <dex>15</dex>
    <con>25</con>
    <int>23</int>
    <wis>19</wis>
    <cha>25</cha>
    <save>Dex +9, Con +14, Wis +11</save>
    <skill>Intimidation +14, Perception +11</skill>
    <passive>21</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>21</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Infernal Despair</name>
      <text>Each creature within 15 feet of Hutijin that isn't a devil makes saving throws with disadvantage.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Hutijin fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Hutijin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Hutijin's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Hutijin regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Hutijin dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Hutijin makes four attacks: one with his bite, one with his claw, one with his mace, and one with his tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 15 (2d6 + 8) piercing damage. The target must succeed on a DC 22 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points, and it takes 10 (3d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+15|2d6+8</attack>
      <attack>Bite||3d6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.</text>
      <attack>Claw|+15|2d8+8</attack>
      </action>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 15 (2d6 + 8) bludgeoning damage.</text>
      <attack>Mace|+15|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 19 (2d10 + 8) bludgeoning damage.</text>
      <attack>Tail|+15|2d10+8</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Hutijin magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <reaction>
        <name>Fearful Voice (Recharge 5-6)</name>
      <text>In response to taking damage, Hutijin utters a dreadful word of power. Each creature within 30 feet of him that isn't a devil must succeed on a DC 22 Wisdom saving throw or become frightened of him for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that saves against this effect is immune to Hutijin's Fearful Voice for 24 hours.</text>
      </reaction>
    <legendary>
        <text>Hutijin can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Hutijin regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Hutijin attacks once with his mace.</text>
      </legendary>
    <legendary>
        <name>Lightning Storm (Costs 2 Actions)</name>
      <text>Hutijin releases lightning in a 20-foot radius. All other creatures in that area must each make a DC 22 Dexterity saving throw, taking 18 (4d8) lightning damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Hutijin uses his Teleport action.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Hutijin's innate spellcasting ability is Charisma (spell save DC 22). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing his appearance), animate dead, detect magic, hold monster, invisibility (self only), lightning bolt, suggestion, wall of fire</text>
      <text>3/day: dispel magic</text>
      <text>1/day each: heal, symbol (hopelessness only)</text>
      </trait>
    <spells>alter self, animate dead, detect magic, hold monster, invisibility, lightning bolt, suggestion, wall of fire, dispel magic, heal, symbol</spells>
    <description>
What price would you put on your life? How much then, for your soul? Bargain with Hutijin, and it will cost you both. I hope it is worth it.
 — Mordenkainen

Hutijin. Politics in the Nine Hells are anything but predictable. Alliances form all the time, but most wind up unraveling due to treachery. Nevertheless, for all their backbiting and betrayal, the devils do occasionally display loyalty, offering unwavering service to their masters. One such example is Hutijin, a duke of Cania and loyal servant of Mephistopheles.
Across the Hells, Hutijin's name fills lesser devils with fear and loathing, for this duke commands two companies of pit fiends, which make up Cania's aristocracy. With such soldiers under his command, Hutijin can easily crush any rival who gets in his way, while also providing Mephistopheles with security against armies that might seek to contest his dominion. Hutijin has amassed enough power to challenge the lord of Cania, but he has never wavered in his support for his master—suggesting, perhaps, that Mephistopheles has some hold over him.
Outside the Nine Hells, Hutijin is a relatively obscure figure, known only to the most learned infernal scholars. He has no cults of his own, and his servants are few in number. The reason is simple: Hutijin hates mortals. When summoned from the Hells, he repays the instigator with a long and agonizing death.
Mephistopheles forbids Hutijin from making too many forays into the Material Plane, since the duke's absence leaves him vulnerable to his rivals. Other archdevils know how much Hutijin despises mortals and have secretly disseminated the means to call him from the Nine Hells in the hope of distracting the archdevil long enough for them to assail Mephistopheles. Hutijin sends devils into the Material Plane to eradicate mention of his name and destroy those who have learned of him, but the summonings still occur. When called from his post, he negotiates as quickly as he can, usually closing a deal with little cost to the summoner. However, once the deal has been struck, Hutijin repays the interruption with death.
Source: Mordenkainen's Tome of Foes p. 175</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Hydroloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 20 ft., swim 40 ft.</speed>
    <str>12</str>
    <dex>21</dex>
    <con>16</con>
    <int>19</int>
    <wis>10</wis>
    <cha>14</cha>
    <save></save>
    <skill>Insight +4, Perception +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>9</cr>
    <resist>cold, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The hydroloth can breathe air and water.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The hydroloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The hydroloth's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Secure Memory</name>
      <text>The hydroloth is immune to the waters of the River Styx as well as any effect that would steal or modify its memories or detect or read its thoughts.</text>
      </trait>
    <trait>
        <name>Watery Advantage</name>
      <text>While submerged in liquid, the hydroloth has advantage on attack rolls.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hydroloth makes two melee attacks. In place of one of these attacks, it can cast one spell that takes 1 action to cast.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) slashing damage.</text>
      <attack>Claws|+9|2d8+5</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 16 (2d10 + 5) piercing damage.</text>
      <attack>Bite|+9|2d10+5</attack>
      </action>
    <action>
        <name>Steal Memory (1/Day)</name>
      <text>The hydroloth targets one creature it can see within 60 feet of it. The target takes 4d6 psychic damage, and it must make a DC 16 Intelligence saving throw. On a successful save, the target becomes immune to this hydroloth's Steal Memory for 24 hours. On a failed save, the target loses all proficiencies, it can't cast spells, it can't understand language, and if its Intelligence and Charisma scores are higher than 5, they become 5. Each time the target finishes a long rest, it can repeat the saving throw, ending the effect on itself on a success. A greater restoration or remove curse spell cast on the target ends this effect early.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>The hydroloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hydroloth's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, detect magic, dispel magic, invisibility (self only), water walk</text>
      <text>3/day each: control water, crown of madness, fear, phantasmal killer, suggestion</text>
      </trait>
    <spells>darkness, detect magic, dispel magic, invisibility, water walk, control water, crown of madness, fear, phantasmal killer, suggestion</spells>
    <description>Hydroloth. Like the thought-stealing waters of the River Styx they inhabit, hydroloths filch the memories of creatures they attack, stealing away their thoughts for delivery to whatever master they happen to serve. Hydroloths are skilled at finding lost things, especially those that have been swallowed up in the deeps.
For amphibious assaults or underwater conflicts, hydroloths have no equal among yugoloths. They sometimes hire themselves out to attack and scuttle ships and raid coastal settlements.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 249</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Iron Cobra</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>14</con>
    <int>3</int>
    <wis>10</wis>
    <cha>1</cha>
    <save></save>
    <skill>Stealth +7</skill>
    <passive>10</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The iron cobra has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random poison effect:</text>
      <attack>Bite|+5|1d6+3</attack>
      <text>1. Poison Damage: The target takes 13 (3d8) poison damage.</text>
      <text>2. Confusion: On its next turn, the target must use its action to make one weapon attack against a random creature it can see within 30 feet of it, using whatever weapon it has in hand and moving beforehand if necessary to get in range. If it's holding no weapon, it makes an unarmed strike. If no creature is visible within 30 feet, it takes the Dash action, moving toward the nearest creature.</text>
      <text>3. Paralysis: The target is paralyzed until the end of its next turn.</text>
      </action>
    <description>The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.
Constructed Nature. A clockwork doesn't require air, food, drink, or sleep.
Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Clockwork Enhancements
d10 | Enhancement
1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
3 | Improved Armor. The clockwork's AC increases by 2.
4 | Increased Speed. The clockwork's speed increases by 10 feet.
5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 | Suction. The clockwork gains a climbing speed of 30 feet.
9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions
d10 | Malfunction
1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 | Ground Fault. The clockwork has vulnerability to lightning damage.
4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Source: Mordenkainen's Tome of Foes p. 125, Ghosts of Saltmarsh</description>
    <environment>forest, grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Juiblex</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>350 (28d12+168)</hp>
    <speed>walk 30 ft.</speed>
    <str>24</str>
    <dex>10</dex>
    <con>23</con>
    <int>20</int>
    <wis>20</wis>
    <cha>16</cha>
    <save>Dex +7, Con +13, Wis +12</save>
    <skill>Perception +12</skill>
    <passive>22</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>23</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Foul</name>
      <text>Any creature, other than an ooze, that starts its turn within 10 feet of Juiblex must succeed on a DC 21 Constitution saving throw or be poisoned until the start of the creature's next turn.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Juiblex fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Juiblex has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Juiblex's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Juiblex regains 20 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. Juiblex dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>Juiblex can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Juiblex makes three acid lash attacks.</text>
      </action>
    <action>
        <name>Acid Lash</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 21 (4d6 + 7) acid damage. Any creature killed by this attack is drawn into Juiblex's body, and the corpse is obliterated after 1 minute.</text>
      <attack>Acid Lash|+14|4d6+7</attack>
      </action>
    <action>
        <name>Eject Slime (Recharge 5-6)</name>
      <text>Juiblex spews out a corrosive slime, targeting one creature that it can see within 60 feet of it. The target must make a DC 21 Dexterity saving throw. On a failure, the target takes 55 (10d10) acid damage. Unless the target avoids taking any of this damage, any metal armor worn by the target takes a permanent −1 penalty to the AC it offers, and any metal weapon it is carrying or wearing takes a permanent −1 penalty to damage rolls. The penalty worsens each time a target is subjected to this effect. If the penalty on an object drops to −5, the object is destroyed.</text>
      <attack>Eject Slime (Recharge 5-6)||10d10</attack>
      </action>
    <legendary>
        <text>Juiblex can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Juiblex regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Acid Splash</name>
      <text>Juiblex casts acid splash.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Juiblex makes one acid lash attack.</text>
      </legendary>
    <legendary>
        <name>Corrupting Touch (Costs 2 Actions)</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one creature. 21 (4d6 + 7) poison damage, and the target is slimed. Until the slime is scraped off with an action, the target is poisoned, and any creature, other than an ooze, is poisoned while within 10 feet of the target.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Juiblex can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature in that area must succeed on a DC 21 Strength saving throw or become restrained. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. A restrained creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.</text>
      <text>• Juiblex slimes a square area of ground it can see within the lair. The area can be up to 10 feet on a side. The slime lasts for 1 hour or until it is burned away with fire. When the slime appears, each creature on it must succeed on a DC 21 Dexterity saving throw or fall prone and slide 10 feet in a random direction determined by a d8 roll. When a creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10) fire damage.</text>
      <text>• A green slime (see the Dungeon Master's Guide) appears on a spot on the ceiling that Juiblex chooses within the lair. The slime disintegrates after 1 hour.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Juiblex's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Small bodies of water, such as ponds or wells, within 1 mile of the lair turn highly acidic, corroding any object that touches them. Surfaces within 6 miles of the lair are frequently covered by a thin film of slime, which is slick and sticks to anything that touches it.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Juiblex dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Juiblex</name>
      <text>If a creature goes mad in Juiblex's lair or within line of sight of the demon lord, roll on the Madness of Juiblex table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Juiblex</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "I must consume everything I can!"</text>
      <text>21–40 | "I refuse to part with any of my possessions."</text>
      <text>41–60 | "I'll do everything I can to get others to eat and drink beyond their normal limits."</text>
      <text>61–80 | "I must possess as many material goods as I can."</text>
      <text>81–00 | "My personality is irrelevant. I am defined by what I consume."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Juiblex's spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). Juiblex can innately cast the following spells, requiring no material components:</text>
      <text>At will: acid splash (17th level), detect magic</text>
      <text>3/day each: blight, contagion, gaseous form</text>
      </trait>
    <spells>acid splash, detect magic, blight, contagion, gaseous form</spells>
    <description>Juiblex. Called the Faceless Lord and the Oozing Hunger in ancient grimoires, Juiblex is demon lord of slime and ooze, a noxious creature that doesn't care about the plots and schemes of others of its kind. It exists only to consume, digesting and transforming living matter into more of itself.
A true horror, Juiblex is a mass of bubbling slime, swirling black and green, with glaring red eyes floating and shifting within it. It can rise up like a 20-foot hill, lashing out with dripping pseudopods to drag victims into its bulk. Those consumed by Juiblex are obliterated.
Only the truly insane worship Juiblex and tend to its slimes and oozes. Those who offer themselves up to the demon lord are engulfed by it and become vaguely humanoid, sentient oozes. The bodies of these former flesh-and-blood creatures form Juiblex's extended physical body, while the demon lord slowly digests and savors their identities over time.
Juiblex's Lair
Juiblex's principal lair is known as the Slime Pits, a realm which Juiblex shares with Zuggtmoy. This layer of the Abyss, which is also known as Shedaklah, is a bubbling morass of oozing, fetid sludge. Its landscape is covered in vast expanses of caustic and unintelligent slimes, and strange organic forms rise from the oceans of molds and oozes at Juiblex's command.
Source: Mordenkainen's Tome of Foes p. 151, Out of the Abyss p. 243</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Kruthik Hive Lord</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>20 (natural armor)</ac>
    <hp>102 (12d10+36)</hp>
    <speed>walk 40 ft., burrow 20 ft., climb 40 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>17</con>
    <int>10</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>Kruthik</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The kruthik has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The kruthik can burrow through solid rock at half its burrowing speed and leaves a 10-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kruthik makes two stab attacks or two spike attacks.</text>
      </action>
    <action>
        <name>Stab</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) piercing damage.</text>
      <attack>Stab|+7|1d10+4</attack>
      </action>
    <action>
        <name>Spike</name>
      <text>Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Spike|+6|1d6+4</attack>
      </action>
    <action>
        <name>Acid Spray (Recharge 5-6)</name>
      <text>The kruthik sprays acid in a 15-foot cone. Each creature in that area must make a DC 14 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Spray (Recharge 5-6)||4d10</attack>
      </action>
    <description>
Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.
 — Mordenkainen

Kruthik Hive Lord. A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks later as a hive lord—a bigger and smarter kruthik with the ability to spray digestive acid from its maw. The hive lord claims the largest chamber of the lair and keeps several adult kruthiks nearby as bodyguards.
Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 212</description>
    <environment>desert, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Leviathan</name>
    <size>G</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>17</ac>
    <hp>328 (16d20+160)</hp>
    <speed>walk 40 ft., swim 120 ft.</speed>
    <str>30</str>
    <dex>24</dex>
    <con>30</con>
    <int>2</int>
    <wis>18</wis>
    <cha>17</cha>
    <save>Wis +10, Cha +9</save>
    <skill></skill>
    <passive>14</passive>
    <languages></languages>
    <cr>20</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the leviathan fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Partial Freeze</name>
      <text>If the leviathan takes 50 cold damage or more during a single turn, the leviathan partially freezes; until the end of its next turn, its speeds are reduced to 20 feet, and it makes attack rolls with disadvantage.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The leviathan deals double damage to objects and structures (included in Tidal Wave).</text>
      </trait>
    <trait>
        <name>Water Form</name>
      <text>The leviathan can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The leviathan makes two attacks: one with its slam and one with its tail.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 15 (1d10 + 10) bludgeoning damage plus 5 (1d10) acid damage.</text>
      <attack>Slam|+16|1d10+10</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. 16 (1d12 + 10) bludgeoning damage plus 6 (1d12) acid damage.</text>
      <attack>Tail|+16|1d12+10</attack>
      </action>
    <action>
        <name>Tidal Wave (Recharge 6)</name>
      <text>While submerged, the leviathan magically creates a wall of water centered on itself. The wall is up 250 feet long, up to 250 feet high, and up to 50 feet thick. When the wall appears, all other creatures within its area must each make a DC 24 Strength saving throw. A creature takes 33 (6d10) bludgeoning damage on failed save, or half as much damage on a successful one.</text>
      <attack>Tidal Wave (Recharge 6)||6d10</attack>
      <text>At the start of each of the leviathan's turns after the wall appears, the wall, along with any other creatures in it, moves 50 feet away from the leviathan. Any Huge or smaller creature inside the wall or whose space the wall enters when it moves must succeed on a DC 24 Strength saving throw or take 27 (5d10) bludgeoning damage. A creature takes this damage no more than once on a turn. At the end of each turn the wall moves, the wall's height is reduced by 50 feet, and the damage creatures take from the wall on subsequent rounds is reduced by 1d10. When the wall reaches 0 feet in height, the effect ends.</text>
      <attack>Tidal Wave (Recharge 6)||5d10</attack>
      <text>A creature caught in the wall can move by swimming. Because of the force of the wave, though, the creature must make a successful DC 24 Strength (Athletics) check to swim at all during that turn.</text>
      </action>
    <legendary>
        <text>The elemental can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Slam (Costs 2 Actions)</name>
      <text>The leviathan makes one slam attack.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The leviathan moves up to its speed.</text>
      </legendary>
    <description>Leviathan. A towering wall of water that drags ships down to the ocean's depths and washes away coastal settlements—that phenomenon typifies the destruction a leviathan can unleash on the world. When called forth, a leviathan arises from a large body of water to form an immense serpent-shaped creature.
Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.
Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.
Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 198</description>
    <environment>coastal, underwater</environment>
    </monster>
  <monster>
      <name>Male Steeder</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Stealth +5, Perception +4</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Spider Climb</name>
      <text>The steeder can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Extraordinary Leap</name>
      <text>The distance of the steeder's long jumps is tripled; every foot of its walking speed that it spends on the jump allows it to jump 3 feet.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage plus 4 (1d8) poison damage.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <action>
        <name>Sticky Leg</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one Small or Tiny creature. The target is stuck to the steeder's leg and is grappled until it escapes (escape DC 12). The steeder can have only one creature grappled at a time.</text>
      </action>
    <description>
Steeders resemble spiders as much as worgs resemble wolves. The creatures may appear similar, but steeders are more than mere vermin.
 — Mordenkainen

Steeders. Giant hunting spiders, steeders prowl the depths of the Underdark. Most steeders are encountered in the company of duergar.
Female Dominance. Female steeders grow larger and stronger than males, and the female often devours the male after breeding. In captivity, males are used as draft animals, while females serve as steeds in battle.
Lone Predators. Steeders consider other steeders as enemies and attempt to tear apart perceived threats. Their duergar handlers must stable steeders separate from one another and place blinders on them when they're put to work to keep them from attacking each other.
Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the beast's predatory instincts.
Deadly Hunters. Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Source: Mordenkainen's Tome of Foes p. 238, Out of the Abyss p. 231</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Marut</name>
    <size>L</size>
    <type>construct (inevitable)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>22 (natural armor)</ac>
    <hp>432 (32d10+256)</hp>
    <speed>walk 40 ft., fly 30 ft.</speed>
    <str>28</str>
    <dex>12</dex>
    <con>26</con>
    <int>19</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Int +12, Wis +10, Cha +12</save>
    <skill>Insight +10, Intimidation +12, Perception +10</skill>
    <passive>20</passive>
    <languages>all but rarely speaks</languages>
    <cr>25</cr>
    <resist>thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Immutable Form</name>
      <text>The marut is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the marut fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The marut has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The marut makes two slam attacks.</text>
      </action>
    <action>
        <name>Unerring Slam</name>
      <text>Melee Weapon Attack: automatic hit, reach 5 ft., one target. 60 force damage, and the target is pushed up to 5 feet away from the marut if it is Huge or smaller.</text>
      </action>
    <action>
        <name>Blazing Edict (Recharge 5-6)</name>
      <text>Arcane energy emanates from the marut's chest in a 60-foot cube. Every creature in that area takes 45 radiant damage. Each creature that takes any of this damage must succeed on a DC 20 Wisdom saving throw or be stunned until the end of the marut's next turn.</text>
      </action>
    <action>
        <name>Justify</name>
      <text>The marut targets up to two creatures it can see within 60 feet of it. Each target must succeed on a DC 20 Charisma saving throw or be teleported to a teleportation circle in the Hall of Concordance in Sigil. A target fails automatically if it is incapacitated. If either target is teleported in this way, the marut teleports with it to the circle.</text>
      <text>After teleporting in this way, the marut can't use this action again until it finishes a short or long rest.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The marut's innate spellcasting ability is Intelligence (spell save DC 20). The marut can innately cast the following spell, requiring no material components.</text>
      <text>At will: plane shift (self only)</text>
      </trait>
    <spells>plane shift</spells>
    <description>Marut. The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked.
Cosmic Enforcers. The Hall of Concordance is an embassy of pure law in Sigil, the City of Doors. In the hall, two parties who agree to mutual terms—and who pay the requisite gold to the Kolyarut, a mechanical engine of absolute jurisprudence—can have their contract chiseled onto a sheet of gold that is placed in the chest of a marut. From that moment until the contract is fulfilled, the marut is bound to enforce its terms and to punish any party who breaks them. A marut resorts to lethal force only when a contract calls for it, when the contract is fully broken, or when the marut is attacked.
Word Is Law. Inevitables care nothing for the spirit of an agreement, only the letter. A marut enforces what is written, not what was meant by or supposed to be understood from the writing. The Kolyarut rejects contracts that contain vague, contradictory, or unenforceable terms. Beyond that, it doesn't care whether both parties understand what they're agreeing to. A small army of solicitors waits outside the Hall of Concordance, eager to sell their expertise in the crafting or vetting of contracts.
Constructed Nature. A marut doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Maurezhi</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>88 (16d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>17</dex>
    <con>12</con>
    <int>11</int>
    <wis>12</wis>
    <cha>15</cha>
    <save></save>
    <skill>Deception +5</skill>
    <passive>11</passive>
    <languages>Abyssal, Elvish, telepathy 120 ft.</languages>
    <cr>7</cr>
    <resist>cold, fire, lightning, necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Assume Form</name>
      <text>The maurezhi can assume the appearance of any Medium humanoid it has eaten. It remains in this form for 1d6 days, during which time the form gradually decays until, when the effect ends, the form sloughs from the demon's body.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The maurezhi has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The maurezhi makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage. If the target is a humanoid, its Charisma score is reduced by 1d4. This reduction lasts until the target finishes a short or long rest. The target dies if this reduces its Charisma to 0. It rises 24 hours later as a ghoul, unless it has been revived or its corpse has been destroyed.</text>
      <attack>Bite|+6|2d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+6|2d8+3</attack>
      </action>
    <action>
        <name>Raise Ghoul (Recharge 5-6)</name>
      <text>The maurezhi targets one dead ghoul or ghast it can see within 30 feet of it. The target is revived with all its hit points.</text>
      </action>
    <description>Maurezhi. When Doresain, the King of Ghouls, corrupted a society of elves, he created a new breed of demons to lead packs of ghoul and ghast in the material world.
Horrid Infiltrators. When a maurezhi consumes the corpse of a humanoid it has slain—a process that takes about 10 minutes—it instantly assumes the creature's appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demon's original form.
A Plague of Ghouls. . Maurezhi are contagion incarnate. Their bite attacks can drain a victim's sense of self. If this affliction is allowed to go far enough, the victim is infected with an unholy hunger for flesh that overpowers their personality and transforms them into a ghoul.
Source: Mordenkainen's Tome of Foes p. 133</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Meazel</name>
    <size>M</size>
    <type>humanoid (meazel)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>35 (10d8-10)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>17</dex>
    <con>9</con>
    <int>14</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages>Common</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the meazel can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Garrote</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target of the meazel's size or smaller. 6 (1d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13 with disadvantage). Until the grapple ends, the target takes 10 (2d6 + 3) bludgeoning damage at the start of each of the meazel's turns. The meazel can't make weapon attacks while grappling a creature in this way.</text>
      <attack>Garrote|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage, plus 3 (1d6) necrotic damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Shadow Teleport (Recharge 5-6)</name>
      <text>The meazel, any equipment it is wearing or carrying, and any creature it is grappling teleport to an unoccupied space within 500 feet of it, provided that the starting space and the destination are in dim light or darkness. The destination must be a place the meazel has seen before, but it need not be within line of sight. If the destination space is occupied, the teleportation leads to the nearest unoccupied space.</text>
      <text>Any other creature the meazel teleports becomes cursed by shadow for 1 hour. Until this curse ends, every undead and every creature native to the Shadowfell within 300 feet of the cursed creature can sense it, which prevents that creature from hiding from them.</text>
      </action>
    <description>Meazel. In places where the Shadowfell washes against the shores of the Material Plane dwell meazels, hateful hermits who left behind their old lives to contemplate their misery in shadow. Now evil burns in their hearts, and they resent any intrusion into their suffering.
Hateful Hermit. Meazels are all that remain of people who fled into the Shadowfell to escape their mortal existence. There the darkness transformed them, and their bitterness made them twisted and cruel. Now, they loiter near Shadowfell crossings to waylay travelers who venture too close to their lairs.
Divide and Conquer. The stain of darkness responsible for the existence of meazels imparts to them magical powers that allow them to move through shadows with ease. Merely stepping into one pool of darkness allows a meazel to move to another one. They use this talent to ambush creatures, snatching them around the throat with their strangling cords and then stepping away. Meazels also use this ability to ferry their victims to isolated spots and then leave the hapless souls to the designs of whatever horrors lurk there.
Creatures that are drawn through the shadows by meazels are cursed by the meazels' baleful magic. The curse acts as a beacon; sorrowsworn, undead, and other terrors sense where they are located and descend on the stranded victims to tear them apart.
Source: Mordenkainen's Tome of Foes p. 214</description>
    <environment>desert, forest, grassland, hill, mountain, swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Merregon</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>17</con>
    <int>6</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>understands Infernal but can't speak, telepathy 120 ft.</languages>
    <cr>4</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the merregon's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The merregon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The merregon makes two halberd attacks, or if an allied fiend of challenge rating 6 or higher is within 60 feet of it, the merregon makes three halberd attacks.</text>
      </action>
    <action>
        <name>Halberd</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 9 (1d10 + 4) slashing damage.</text>
      <attack>Halberd|+6|1d10+4</attack>
      </action>
    <action>
        <name>Heavy Crossbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. 7 (1d10 + 2) piercing damage.</text>
      <attack>Heavy Crossbow|+4|1d10+2</attack>
      </action>
    <reaction>
        <name>Loyal Bodyguard</name>
      <text>When another fiend within 5 feet of the merregon is hit by an attack, the merregon causes itself to be hit instead.</text>
      </reaction>
    <description>
Merregons can't speak, and their telepathy is one-to-one. Their orderly ranks are easily confused if you slay their shouting masters.
 — Mordenkainen

Merregon. The souls of fallen soldiers, mercenaries, and bodyguards who served evil without reservation often find everlasting servitude in the Nine Hells as merregons. These faceless foot soldiers are the hells' legionnaires, tasked with protecting the realm and its rulers against intruders.
Masks of Uniformity. Merregons have no individuality, and hence no need for faces. Every merregon legionnaire has a metal mask bolted to its head. Markings on the mask indicate the only elements of the wearer's identity that matter: its commander and the layer of the Nine Hells it serves.
Fearless Obedience. Because of their unshakable loyalty, merregons form the backbone of many devils' protective retinues. They shrink from no task, no matter how dangerous. Unless ordered to fall back, they retreat from no fight.
Source: Mordenkainen's Tome of Foes p. 166, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Merrenoloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft., swim 40 ft.</speed>
    <str>8</str>
    <dex>17</dex>
    <con>10</con>
    <int>17</int>
    <wis>14</wis>
    <cha>11</cha>
    <save>Dex +5, Int +5</save>
    <skill>History +5, Nature +5, Perception +4, Survival +4</skill>
    <passive>14</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>3</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The merrenoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The merrenoloth's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Teleport</name>
      <text>As a bonus action, the merrenoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The merrenoloth uses Fear Gaze once and makes one oar attack.</text>
      </action>
    <action>
        <name>Oar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.</text>
      <attack>Oar|+5|2d4+3</attack>
      </action>
    <action>
        <name>Fear Gaze</name>
      <text>The merrenoloth targets one creature it can see within 60 feet of it. The target must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>Any ship a merrenoloth is contracted to captain becomes the creature's lair. When fighting on the ship, the merrenoloth can invoke its ability to take lair actions. On initiative count 20 (losing initiative ties), the merrenoloth can take one lair action to cause one of the following effects; it can't use the same effect two rounds in a row:</text>
      <text>• The ship regains 22 (4d10) hit points.</text>
      <text>• A strong wind propels the ship, increasing its speed by 30 feet until initiative count 20 on the next round.</text>
      <text>• The air within 60 feet of the ship is filled with howling wind. Until initiative count 20 on the next round, that area is difficult terrain, and when a Medium or smaller creature flies into that area or starts its turn flying there, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>A merrenoloth imbues its vessel with powerful magic that creates one or more of the following effects:</text>
      <text>• The ship doesn't sink even if its hull is breached.</text>
      <text>• The ship always stays on course to the destination the merrenoloth names.</text>
      <text>• Creatures the merrenoloth chooses to take on the ship aren't discomfited by wind or weather, though this effect doesn't protect against damage.</text>
      <text>If the merrenoloth dies, these effects fade over the course of 1d6 hours.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The merrenoloth's innate spellcasting ability is Intelligence (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, darkness, detect magic, dispel magic, gust of wind</text>
      <text>1/day: control weather</text>
      <text>3/day: control water</text>
      </trait>
    <spells>charm person, darkness, detect magic, dispel magic, gust of wind, control weather, control water</spells>
    <description>Merrenoloth. The grim, gaunt captains of the ferries on the River Styx, merrenoloths have total command of their vessels, ensuring that their passengers reach their destinations safely. Sometimes merrenoloths can be coaxed away from the Lower Planes to captain other vessels, affording those ships and crews the same protection.
Whenever a merrenoloth takes on a contract to captain a ship, it bonds with the vehicle to make sure nothing goes awry with it during the journey. A merrenoloth can navigate its ship safely through the worst storms, always stays on course, and never runs afoul of the myriad hazards that can thwart lesser captains.
A merrenoloth can hold its own in a fight, but it prefers to avoid combat when possible. In fact, it typically specifies in its contracts that it is under no obligation to fight. A merrenoloth's first duty is always to its vessel.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 250</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Moloch</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>253 (22d10+132)</hp>
    <speed>walk 30 ft.</speed>
    <str>26</str>
    <dex>19</dex>
    <con>22</con>
    <int>21</int>
    <wis>18</wis>
    <cha>23</cha>
    <save>Dex +11, Con +13, Wis +11, Cha +13</save>
    <skill>Deception +13, Intimidation +13, Perception +11</skill>
    <passive>21</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>21</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Moloch fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Moloch has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Moloch's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Moloch regains 20 hit points at the start of his turn. If he takes radiant damage, this trait doesn't function at the start of his next turn. Moloch dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Moloch makes three attacks: one with his bite, one with his claw, and one with his whip.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. 26 (4d8 + 8) piercing damage.</text>
      <attack>Bite|+15|4d8+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage.</text>
      <attack>Claw|+15|2d8+8</attack>
      </action>
    <action>
        <name>Many-Tailed Whip</name>
      <text>Melee Weapon Attack: +15 to hit, reach 30 ft., one target. 13 (2d4 + 8) slashing damage plus 11 (2d10) lightning damage. If the target is a creature, it must succeed on a DC 24 Strength saving throw or be pulled up to 30 feet in a straight line toward Moloch.</text>
      <attack>Many-Tailed Whip|+15|2d4+8</attack>
      </action>
    <action>
        <name>Breath of Despair (Recharge 5-6)</name>
      <text>Moloch exhales in a 30-foot cube. Each creature in that area must succeed on a DC 21 Wisdom saving throw or take 27 (5d10) psychic damage, drop whatever it is holding, and become frightened for 1 minute. While frightened in this way, a creature must take the Dash action and move away from Moloch by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. If the creature ends its turn in a location where it doesn't have line of sight to Moloch, the creature can repeat the saving throw. On a success, the effect ends.</text>
      <attack>Breath of Despair (Recharge 5-6)||5d10</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Moloch magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <legendary>
        <text>Moloch can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Moloch regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Stinking Cloud</name>
      <text>Moloch casts stinking cloud.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Moloch uses his Teleport action.</text>
      </legendary>
    <legendary>
        <name>Whip</name>
      <text>Moloch makes one attack with his whip.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Moloch's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing his appearance), animate dead, burning hands (as a 7th-level spell), confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire</text>
      <text>1/day each: flame strike, symbol (stunning only)</text>
      </trait>
    <spells>alter self, animate dead, burning hands, confusion, detect magic, fly, geas, major image, stinking cloud, suggestion, wall of fire, flame strike, symbol</spells>
    <description>
Moloch obsesses over power he lost rather than thinking of the power he could gain elsewhere in the planes. What a pity he so wastes his potential.
 — Mordenkainen

Moloch. Exiled from the Nine Hells, Moloch would do anything to reclaim his position. Long ago, Moloch earned his place among the other archdevils through the glory he won driving demons out of the Nine Hells. Asmodeus rewarded him by elevating Moloch to the rulership of Malbolge.
For eons, Moloch ruled his domain, vying against the other archdevils as he sought still greater power. This animosity worked in Asmodeus's favor, since Asmodeus knew that Moloch's scheming helped keep the other archdevils in check. The arrangement began to unravel, however, when Moloch took the night hag named Malagard for his advisor. Her words were poison, and gradually she convinced Moloch to direct his efforts to topple Asmodeus.
Although the conspiracy nearly succeeded, it was thwarted. Moloch was stripped of his station and sentenced to death—and only the timely use of a planar portal allowed him to escape.
Moloch wasted no time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to a distant Material Plane in the hope of finding an artifact that would ensure his success. While there, he became trapped, leaving his armies at the mercy of his enemies. In short order they were destroyed.
Now, Moloch has been rendered nearly powerless after his last failure. He endlessly schemes of ways to return to his former status, but every time he enters the Nine Hells, he is demoted to an imp and can't regain his normal powers until he leaves. Thus, he lives a split existence, sometimes scheming in Malbolge or other layers of the Hells and at other times wandering the planes searching for magical might or secrets that might help him win back his title.
Rumors suggest that he can often be found in Sigil, where he bargains with yugoloths to build yet another army with which he might invade Malbolge and wrest the throne from Glasya. Bereft as he is, he has little to offer in exchange, so he might bargain with mortals to gain their aid in acquiring coin, jewels, and other riches in return for knowledge about the Nine Hells and the other planes.
Most of Moloch's cultists have switched allegiance to one of the other archdevils, but idols constructed to honor him still stand in deep dungeons, their jeweled eyes and the remnants of power they hold drawing monstrous worshipers and unwise adventurers into places where his foul influence remains.
Source: Mordenkainen's Tome of Foes p. 177</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Molydeus</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>216 (16d12+112)</hp>
    <speed>walk 40 ft.</speed>
    <str>28</str>
    <dex>22</dex>
    <con>25</con>
    <int>21</int>
    <wis>24</wis>
    <cha>24</cha>
    <save>Str +16, Con +14, Wis +14, Cha +14</save>
    <skill>Perception +21</skill>
    <passive>31</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>21</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, poisoned, stunned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the molydeus fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The molydeus has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The molydeus's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The molydeus makes three attacks: one with its weapon, one with its wolf bite, and one with its snakebite.</text>
      </action>
    <action>
        <name>Demonic Weapon</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 20 (2d10 + 9) slashing damage. If the target has at least one head and the molydeus rolled a 20 on the attack roll, the target is decapitated and dies if it can't survive without that head. A target is immune to this effect if it takes none of the damage, has legendary actions, or is Huge or larger. Such a creature takes an extra 6d8 slashing damage from the hit.</text>
      <attack>Demonic Weapon|+16|2d10+9</attack>
      </action>
    <action>
        <name>Wolf Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 16 (2d6 + 9) piercing damage.</text>
      <attack>Wolf Bite|+16|2d6+9</attack>
      </action>
    <action>
        <name>Snakebite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one creature. 12 (1d6 + 9) piercing damage, and the target must succeed on a DC 22 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target transforms into a manes if this reduces its hit point maximum to 0. This transformation can be ended only by a wish spell.</text>
      <attack>Snakebite|+16|1d6+9</attack>
      </action>
    <action>
        <name>Variant: Demon Summoning</name>
      <text>You can give a molydeus the ability to summon other demons.</text>
      <text>Summon Demon (1/Day). As an action, the molydeus has a 50 percent chance of summoning its choice of 1d6 babaus, 1d4 chasme, or one marilith. A summoned demon appears in an unoccupied space within 60 feet of the molydeus, acts as an ally of the molydeus, and can't summon other demons. It remains for 1 minute, until it or the molydeus dies, or until the molydeus dismisses it as an action.</text>
      </action>
    <legendary>
        <text>The fiend (demon) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>The molydeus makes one attack, either with its demonic weapon or with its snakebite.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The molydeus moves without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell</name>
      <text>The molydeus casts one spell from its Innate Spellcasting trait.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The molydeus's innate spellcasting ability is Charisma (spell save DC 22). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: dispel magic, polymorph, telekinesis, teleport</text>
      <text>1/day: imprisonment</text>
      <text>3/day: lightning bolt</text>
      </trait>
    <spells>dispel magic, polymorph, telekinesis, teleport, imprisonment, lightning bolt</spells>
    <description>Molydeus. The most ruthless and dangerous of demons—more feared than the dreaded balor—the molydeus speaks with the authority of the demon lord it serves as it enforces its master's will. Standing some 12 feet tall, a molydeus has a red-skinned, humanoid body and two heads—one that of a slavering wolf and the other that of a serpent with dripping fangs perched atop a long neck.
Molydei might guard their masters' possessions, roam the battlefields of the Abyss to ensure the loyalty of troops, or bring swift death to their enemies.
Branded and Bound. When a demon earns the attention of a demon lord through ferocity, cunning, or an act of surprising devotion, the demon lord might reward such service by snatching up the fiend and subjecting it to excruciating torments to remake it into a molydeus.
Voice of the Master. A demon lord has a direct link to its molydeus and uses the serpent head to communicate its wishes. A molydeus is, therefore, said to utter its master's will, commanding other demons to carry out orders and using violence to ensure they obey. A molydeus must constantly be ready for the scrutiny of its master, for the demon lord can decide at any moment to observe the molydeus through the serpent. Thus, there is no room for treachery in a molydeus.
Special Weapon. As part of a demon lord's trust in its molydeus, it bestows a powerful weapon upon the guardian demon. The demon lord fashions the weapon from a portion of the fiend's essence, so that the demon and its weapon are forever bound. If the molydeus dies, the weapon dissolves into a pool of foul-smelling slime. It's possible to steal such a weapon, but a molydeus deprived of its weapon will stop at nothing to regain it.
The weapon a molydeus wields reflects the nature of its master. Those that serve Baphomet carry a glaive; Demogorgon, a whip; Fraz-Urb'luu, a battleaxe; Graz'zt, a greatsword; Orcus, a morningstar; and Yeenoghu, a flail. The weapon's form doesn't affect its capabilities.
Dark Guardians. One of the chief tasks of any molydeus is to help protect its master's amulet—the most prized possession of any demon lord. Each of these dangerous relics allows a demon lord to return to life in the Abyss if the unthinkable occurs and its abyssal form is destroyed. As useful as these amulets are, they are also liabilities—because, armed with an amulet, a creature can coerce the demon lord to which it belongs into doing its bidding, or can strand it in the Abyss if the amulet is destroyed.
Source: Mordenkainen's Tome of Foes p. 134</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nabassu</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>190 (20d8+100)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>22</str>
    <dex>14</dex>
    <con>21</con>
    <int>14</int>
    <wis>15</wis>
    <cha>17</cha>
    <save>Str +11, Dex +7</save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>15</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Demonic Shadows</name>
      <text>The nabassu darkens the area around its body in a 10-foot radius. Nonmagical light can't illuminate this area of dim light.</text>
      </trait>
    <trait>
        <name>Devour Soul</name>
      <text>A nabassu can eat the soul of a creature it has killed within the last hour, provided that creature is neither a construct nor an undead. The devouring requires the nabassu to be within 5 feet of the corpse for at least 10 minutes, after which it gains a number of Hit Dice (d8s) equal to half the creature's number of Hit Dice. Roll those dice, and increase the nabassu's hit points by the numbers rolled. For every 4 Hit Dice the nabassu gains in this way, its attacks deal an extra 3 (1d6) damage on a hit. The nabassu retains these benefits for 6 days. A creature devoured by a nabassu can be restored to life only by a wish spell.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The nabassu has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The nabassu's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nabassu uses its Soul-Stealing Gaze and makes two attacks: one with its claws and one with its bite.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage.</text>
      <attack>Claws|+11|2d10+6</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 32 (4d12 + 6) piercing damage.</text>
      <attack>Bite|+11|4d12+6</attack>
      </action>
    <action>
        <name>Soul-Stealing Gaze</name>
      <text>The nabassu targets one creature it can see within 30 feet of it. If the target can see the nabassu and isn't a construct or an undead, it must succeed on a DC 16 Charisma saving throw or reduce its hit point maximum by 13 (2d12) damage and give the nabassu an equal number of temporary hit points. This reduction lasts until the target finishes a short or long rest. The target dies if its hit point maximum is reduced to 0, and if the target is a humanoid, it immediately rises as a ghoul under the nabassu's control.</text>
      </action>
    <description>Nabassu. The insatiable nabassus prowl the multiverse in search of souls to devour. If they think they can kill a creature and consume its soul, they attack—even if that other creature is a demon, including another nabassu.
Hated Outcasts. Demons have few rules, and the murder of other demons hardly raises an eyebrow among these fiends. The act of devouring souls is something else. For this reason, most demons shun nabassus and force them to live on the fringes of the Abyss. There, nabassus pick off weaker demons or, if the situation warrants, gather in packs to take down larger prey. Some especially powerful nabassus even search for demon lords' amulets.
Demonic Infiltrators. Whenever magic pulls demons from the Abyss to the Material Plane, nabassus try to get summoned so that they can embark on a feast of souls there. If a nabassu is summoned, it tries to break free so that it can devour the soul of its summoner and then set out to feed on the souls of whatever creatures it can catch. One way a summoner can avoid this fate is by providing a steady supply of souls to the nabassu, which can cause the demon to be cooperative—for as long as the supply lasts.
Source: Mordenkainen's Tome of Foes p. 135</description>
    <environment>swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Nagpa</name>
    <size>M</size>
    <type>humanoid (nagpa)</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>187 (34d8+34)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>15</dex>
    <con>12</con>
    <int>23</int>
    <wis>18</wis>
    <cha>21</cha>
    <save>Int +12, Wis +10, Cha +11</save>
    <skill>Arcana +12, Deception +11, History +12, Insight +10, Perception +10</skill>
    <passive>20</passive>
    <languages>Common plus up to five other languages</languages>
    <cr>17</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Corruption</name>
      <text>As a bonus action, the nagpa targets one creature it can see within 90 feet of it. The target must make a DC 20 Charisma saving throw. An evil creature makes the save with disadvantage. On a failed save, the target is charmed by the nagpa until the start of the nagpa's next turn. On a successful save, the target becomes immune to the nagpa's Corruption for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Paralysis (Recharge 6)</name>
      <text>As a bonus action, the nagpa forces each creature within 30 feet of it to succeed on a DC 20 Wisdom saving throw or be paralyzed for 1 minute. A paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Undead and constructs are immune to this effect.</text>
      </trait>
    <action>
        <name>Staff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d6 + 2) bludgeoning damage.</text>
      <attack>Staff|+8|2d6+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The nagpa is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). A nagpa has the following wizard spells prepared:</text>
      <text>Cantrips (at will): chill touch, fire bolt, mage hand, message, minor illusion</text>
      <text>• 1st level (4 slots): charm person, detect magic, protection from evil and good, witch bolt</text>
      <text>• 2nd level (3 slots): hold person, ray of enfeeblement, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): confusion, hallucinatory terrain, wall of fire</text>
      <text>• 5th level (2 slots): dominate person, dream, geas</text>
      <text>• 6th level (1 slots): circle of death, disintegrate</text>
      <text>• 7th level (1 slots): etherealness, prismatic spray</text>
      <text>• 8th level (1 slots): feeblemind</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>chill touch, fire bolt, mage hand, message, minor illusion, charm person, detect magic, protection from evil and good, witch bolt, hold person, ray of enfeeblement, suggestion, counterspell, fireball, fly, confusion, hallucinatory terrain, wall of fire, dominate person, dream, geas, circle of death, disintegrate, etherealness, prismatic spray, feeblemind</spells>
    <description>
Nagpas can't learn from that which isn't destroyed. Imagine how bewildering and terrifying a city full of life must be to them. Is it any wonder that they seek the ruin of such places?
 — Mordenkainen

Nagpa. Long ago, the Raven Queen cursed a cabal of thirteen powerful wizards for meddling in a ritual that would have helped avert a war between the gods. She stripped them of their beauty, turning them into scabrous, birdlike monstrosities. The nagpas now plot as they ever did, but they now strive to bring about terrible, world-shaking calamities so they can pry secrets and power from the wreckage their conspiracies create.
The nagpas fear the Raven Queen and do their best to avoid her and her agents. When it's impossible to do so, they become cringing, fawning things, eager to please and thereby escape the cold gaze of the being who brought them so low. All of the original thirteen remain alive, thanks to their cunning and their willingness to do whatever is necessary to survive.
Looters of Civilization. The curse the Raven Queen placed on the nagpas restricts the ways in which they can acquire new lore and magical power, barring them from any source except for the ruins left behind from fallen civilizations and great calamities. For this reason, nagpas turn their efforts to bringing about such ends, so they can loot the libraries, plunder the vaults, and gather up secrets of arcane lore from the wreckage.
Puppet Masters. Nagpas work in the shadows, manipulating events to bring about ruin. As accomplished magic-users, they can bring to bear an array of spells to make agents of other creatures, influencing their decisions in subtle ways and pulling on strings to make them into unwitting accomplices in their own destruction. Nagpas show great patience in their plots and have several schemes working simultaneously, each at different stages of completion, so if one plan goes awry, they can shift their focus to another. Typically, nagpas only show their handiwork and emerge from the shadows when they can deliver a finishing blow and then revel in the grand devastation their plotting brought about.
Source: Mordenkainen's Tome of Foes p. 215</description>
    <environment>coastal, desert, forest, swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Narzugon</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>20 (plate armor, shield)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>10</dex>
    <con>17</con>
    <int>16</int>
    <wis>14</wis>
    <cha>19</cha>
    <save>Dex +5, Con +8, Cha +9</save>
    <skill>Perception +7</skill>
    <passive>17</passive>
    <languages>Common, Infernal, telepathy 120 ft.</languages>
    <cr>13</cr>
    <resist>acid, cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Diabolical Sense</name>
      <text>The narzugon has advantage on Wisdom (Perception) checks made to perceive good-aligned creatures.</text>
      </trait>
    <trait>
        <name>Infernal Tack</name>
      <text>The narzugon wears spurs that are part of infernal tack, which allow it to summon its nightmare companion.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The narzugon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The narzugon uses its Infernal Command or Terrifying Command. It also makes three hellfire lance attacks.</text>
      </action>
    <action>
        <name>Hellfire Lance</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 11 (1d12 + 5) piercing damage plus 16 (3d10) fire damage. If this damage kills a creature, the creature's soul rises from the River Styx as a lemure in Avernus in 1d4 hours.</text>
      <attack>Hellfire Lance|+10|1d12+5</attack>
      <text>If the creature isn't revived before then, only a wish spell or killing the lemure and casting true resurrection on the creature's original body can restore it to life. Constructs and devils are immune to this effect.</text>
      </action>
    <action>
        <name>Infernal Command</name>
      <text>Each ally of the narzugon within 60 feet of it can't be charmed or frightened until the end of the narzugon's next turn.</text>
      </action>
    <action>
        <name>Terrifying Command</name>
      <text>Each creature that isn't a fiend within 60 feet of the narzugon that can hear it must succeed on a DC 17 Charisma saving throw or become frightened of it for 1 minute.</text>
      <text>A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that makes a successful saving throw is immune to this narzugon's Terrifying Command for 24 hours.</text>
      </action>
    <action>
        <name>Healing (1/Day)</name>
      <text>The narzugon, or one creature it touches, regains up to 100 hit points.</text>
      </action>
    <description>Narzugon. Paladins who make deals with devils and carry their twisted sense of honor into the afterlife are especially valuable to the archdukes of the Nine Hells, who want unquestioning champions to lead their legions in war. These narzugons, wielding lances of hellfire and riding nightmare steeds like horrific perversions of knights errant, roam across the infernal layers and other planes to carry out the will of their masters.
Death in Hellfire.  A narzugon's lances are forged in hellfire. The soul of anyone killed by such a lance is shunted to the River Styx for rebirth as a lemure. Each lance is unique to its owner, bearing the marks of both the narzugon and its master.
Nightmare Riders. Each narzugon claims a nightmare as its mount. These nightmares are bound by infernal tack and must respond to summons and commands from the wearer of the spurs.
Source: Mordenkainen's Tome of Foes p. 167, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Nightwalker</name>
    <size>H</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14</ac>
    <hp>297 (22d12+154)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>22</str>
    <dex>19</dex>
    <con>24</con>
    <int>6</int>
    <wis>9</wis>
    <cha>8</cha>
    <save>Con +13</save>
    <skill></skill>
    <passive>9</passive>
    <languages></languages>
    <cr>20</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Annihilating Aura</name>
      <text>Any creature that starts its turn within 30 feet of the nightwalker must succeed on a DC 21 Constitution saving throw or take 14 (4d6) necrotic damage and grant the nightwalker advantage on attack rolls against it until the start of the creature's next turn. Undead are immune to this aura.</text>
      </trait>
    <trait>
        <name>Life Eater</name>
      <text>A creature reduced to 0 hit points from damage dealt by the nightwalker dies and can't be revived by any means short of a wish spell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The nightwalker uses Enervating Focus twice, or it uses Enervating Focus and Finger of Doom, if available.</text>
      </action>
    <action>
        <name>Enervating Focus</name>
      <text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. 28 (5d8 + 6) necrotic damage. The target must succeed on a DC 21 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest.</text>
      <attack>Enervating Focus|+12|5d8+6</attack>
      </action>
    <action>
        <name>Finger of Doom (Recharge 6)</name>
      <text>The nightwalker points at one creature it can see within 300 feet of it. The target must succeed on a DC 21 Wisdom saving throw or take 26 (4d12) necrotic damage and become frightened until the end of the nightwalker's next turn. While frightened in this way, the creature is also paralyzed. If a target's saving throw is successful, the target is immune to the nightwalker's Finger of Doom for the next 24 hours.</text>
      <attack>Finger of Doom (Recharge 6)||4d12</attack>
      </action>
    <description>Nightwalker. The Negative Plane is a place of darkness and death, anathema to all living things. Yet there are those who would tap into its fell power, to use its energy for sinister ends. Most often, when such individuals approach the midnight realm, they find they are unequal to the task. Those not destroyed outright are sometimes drawn inside the plane and replaced by nightwalkers, terrifying undead creatures that devour all life they encounter.
Mighty Spawn. One can reach the Negative Plane from the Shadowfell, much in the same way that it is possible to step from the Material Plane into the Shadowfell in a place where the barrier between the planes is thin.
Stepping into the Negative Plane is tantamount to suicide, since the plane sucks the life and soul from such audacious creatures and annihilates them at once. Those few who survive the effort do so by sheer luck or by harnessing some rare form of magic that protects them against the hostile atmosphere. They soon discover, however, that they can't leave as easily as they arrived. For each creature that enters the plane, a nightwalker is released to take its place. In order for a trapped creature to escape, the released nightwalker must be lured back to the Negative Plane by offerings of life for it to devour. If the nightwalker is destroyed, the trapped creature has no hope of escape.
Beings of Anti-Life. One can discern the nature of creatures trapped in the Negative Plane from the sites that nightwalkers frequent. Generally, a nightwalker on the Material Plane is attracted to elements of the world associated with the creature responsible for its creation. Such interest doesn't indicate a willingness to engage with the world; nightwalkers exist to make life extinct and never to serve living things.
Undead Nature. A nightwalker doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 216</description>
    <environment>arctic, desert, swamp, underdark</environment>
    </monster>
  <monster>
      <name>Nupperibo</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 20 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>13</con>
    <int>3</int>
    <wis>8</wis>
    <cha>1</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages>understands Infernal but can't speak</languages>
    <cr>1/2</cr>
    <resist>acid, cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, frightened, poisoned</conditionImmune>
    <senses>blindsight 10 ft. (blind beyond this radius)</senses>
    <trait>
        <name>Cloud of Vermin</name>
      <text>Any creature, other than a devil, that starts its turn within 20 feet of the nupperibo must make a DC 11 Constitution saving throw. A creature within the areas of two or more nupperibos makes the saving throw with disadvantage. On a failure, the creature takes 2 (1d4) piercing damage.</text>
      </trait>
    <trait>
        <name>Hunger-Driven</name>
      <text>In the Nine Hells, the nupperibos can flawlessly track any creature that has taken damage from any nupperibo's Cloud of Vermin within the previous 24 hours.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <description>
A lemure emerges from the Styx wiped of memory, yet the patterns of evil it performed in life remain indelibly inscribed upon its soul. Those who lacked ambition cannot climb the hierarchical ladder of the Hells. They instead step down, becoming nupperibos.
 — Mordenkainen

Nupperibo. No soul is turned away from the Nine Hells, but the truly worthless—those whose evil acts in life arose from carelessness and sloth more than anything else—are suitable only to become nupperibos. These pitiful creatures shuffle mindlessly across the landscape: blind, bloated from unquenchable hunger, and groping for whatever scraps of fetid matter or swarming vermin they can scoop into their groaning mouths.
Nauseating Bulk. Individually, nupperibos are pathetic, but they're rarely alone and can be dangerous when gathered into packs. They herd together into throngs that can clog a vital passage or an entire valley. Clouds of stinging insects, stirges, and other vermin surround them in a terrifying, reeking sheath that torments any non-devil that draws near.
Hunger Unending. A nupperibo knows nothing but the hunger that propels it on a blind quest for anything to devour. Once it senses a potential meal, it pursues that prey tirelessly until the food is consumed, the nupperibo is slain, or some other morsel crosses the fiend's path and distracts it.
Slavish Obedience. With no interest of its own beyond the need to consume, a nupperibo obeys unthinkingly any command it receives telepathically from another devil. This blind loyalty makes them the easiest of infernal troops to lead into battle, but their presence in a legion does nothing to elevate its general's status.
Source: Mordenkainen's Tome of Foes p. 168, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Oaken Bolter</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>15</con>
    <int>3</int>
    <wis>10</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The oaken bolter has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The oaken bolter makes two lancing bolt attacks or one lancing bolt attack and one harpoon attack.</text>
      </action>
    <action>
        <name>Lancing Bolt</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 100/400 ft., one target. 15 (2d10 + 4) piercing damage.</text>
      <attack>Lancing Bolt|+7|2d10+4</attack>
      </action>
    <action>
        <name>Harpoon</name>
      <text>Ranged Weapon Attack: +7 to hit, range 50/200 ft., one target. 9 (1d10 + 4) piercing damage, and the target is grappled (escape DC 12). While grappled in this way, a creature's speed isn't reduced, but it can move only in directions that bring it closer to the oaken bolter. A creature takes 5 (1d10) slashing damage if it escapes from the grapple or if it tries and fails. As a bonus action, the oaken bolter can pull a creature grappled by it 20 feet closer. The oaken bolter can grapple only one creature at a time.</text>
      <attack>Harpoon|+7|1d10+4</attack>
      </action>
    <action>
        <name>Explosive Bolt (Recharge 5-6)</name>
      <text>The oaken bolter launches an explosive charge at a point within 120 feet. Each creature within 20 feet of that point must make a DC 15 Dexterity saving throw, taking 17 (5d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Explosive Bolt (Recharge 5-6)||5d6</attack>
      </action>
    <description>The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.
Constructed Nature. A clockwork doesn't require air, food, drink, or sleep.
Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Clockwork Enhancements
d10 | Enhancement
1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
3 | Improved Armor. The clockwork's AC increases by 2.
4 | Increased Speed. The clockwork's speed increases by 10 feet.
5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 | Suction. The clockwork gains a climbing speed of 30 feet.
9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions
d10 | Malfunction
1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 | Ground Fault. The clockwork has vulnerability to lightning damage.
4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Source: Mordenkainen's Tome of Foes p. 126</description>
    <environment>forest, grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Oblex Spawn</name>
    <size>T</size>
    <type>ooze</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>18 (4d4+8)</hp>
    <speed>walk 20 ft.</speed>
    <str>8</str>
    <dex>16</dex>
    <con>15</con>
    <int>14</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Int +4, Cha +2</save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, prone</conditionImmune>
    <senses>blindsight 60 ft. (blind beyond this distance)</senses>
    <trait>
        <name>Amorphous</name>
      <text>The oblex can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Aversion to Fire</name>
      <text>If the oblex takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.</text>
      </trait>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) psychic damage.</text>
      <attack>Pseudopod|+5|1d4+3</attack>
      </action>
    <description>
Mind flayers unleash all manner of foul experiments upon the planes with little thought for the consequences. Here, though, I suspect another influence: Juiblex.
 — Mordenkainen

Oblex Spawn. An oblex devours memories not only to sustain its existence, but also to spawn new oblexes. Each time it fully drains the memories of a victim, it gains the creature's personality—now twisted by the oblex's foul nature. The more memories an oblex steals, the larger it becomes, until it must shed a personality it has absorbed or else go insane. This act spawns a new oblex.
Oblex. By experimenting on the slimes, jellies, and puddings that infest the depths of the Underdark, mind flayers created a special breed of ooze, the oblex—a slime capable of assaulting the minds of other creatures. Cunning hunters, these pools of jelly stalk prey, searching for the memories they so desperately crave. When oblexes feed on those thoughts, sometimes killing their victims, they can form weird copies of their prey, which help them to harvest even more victims for their dark masters.
Memory Eaters. Oblexes feed on thoughts and memories. The sharper the mind, the better the meal, so oblexes hunt obviously intelligent targets such as wizards and other spellcasters. When suitable fare comes within reach, an oblex draws its body up to engulf its victim. As it withdraws, it plunders the creature's mind, leaving its prey befuddled and confused.
Ooze Nature. An oblex doesn't require sleep.

An oblex wants memories, but not to serve any end of its own making. Oblexes are hungry for memories and personalities because they are empty without such nourishment. In this way they serve their creators, the illithids. An oblex in the range of an elder brain's powers provides everything necessary for the mind flayers to find choice victims.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 217</description>
    <environment>swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Ogre Battering Ram</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (ring mail)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Siege Monster</name>
      <text>The ogre deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Bash</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 15 (2d10 + 4) bludgeoning damage, and the ogre can push the target 5 feet away if the target is Huge or smaller.</text>
      <attack>Bash|+6|2d10+4</attack>
      </action>
    <action>
        <name>Block the Path</name>
      <text>Until the start of the ogre's next turn, attack rolls against the ogre have disadvantage, it has advantage on the attack roll it makes for an opportunity attack, and that attack deals an extra 16 (3d10) bludgeoning damage on a hit. Also, each enemy that tries to move out of the ogre's reach without teleporting must succeed on a DC 14 Strength saving throw or have its speed reduced to 0 until the start of the ogre's next turn.</text>
      </action>
    <description>
Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.
 — Mordenkainen

Ogre Battering Ram. An ogre battering ram carries an enormous club used primarily for bashing doors into kindling, but which also works well for smashing foes. These ogres are drilled in two simple tasks: rushing forward to shatter enemy fortifications, and using their weapons to force an advancing enemy to halt.
Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.
Source: Mordenkainen's Tome of Foes p. 220</description>
    <environment>grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Ogre Bolt Launcher</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (hide armor)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>12</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage.</text>
      <attack>Fist|+6|2d4+4</attack>
      </action>
    <action>
        <name>Bolt Launcher</name>
      <text>Ranged Weapon Attack: +3 to hit, range 120/480 ft., one target. 17 (3d10 + 1) piercing damage.</text>
      <attack>Bolt Launcher|+3|3d10+1</attack>
      </action>
    <description>
Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.
 — Mordenkainen

Ogre Bolt Launcher. A bolt launcher carries a gigantic crossbow—a weapon so large it's essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The bolts are so large that few ogres can carry more than a half-dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition runs low.
Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.
Source: Mordenkainen's Tome of Foes p. 220</description>
    <environment>grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Ogre Chain Brute</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>11 (hide armor)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) bludgeoning damage.</text>
      <attack>Fist|+6|2d4+4</attack>
      </action>
    <action>
        <name>Chain Sweep</name>
      <text>The ogre swings its chain, and every creature within 10 feet of it must make a DC 14 Dexterity saving throw. On a failed saving throw, a creature takes 8 (1d8 + 4) bludgeoning damage and is knocked prone. On a successful save, the creature takes half as much damage and isn't knocked prone.</text>
      <attack>Chain Sweep||1d8+4</attack>
      </action>
    <action>
        <name>Chain Smash (Recharge 6)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 13 (2d8 + 4) bludgeoning damage, and the target must make a DC 14 Constitution saving throw. On a failure the target is unconscious for 1 minute. The unconscious target repeats the saving throw if it takes damage and at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Chain Smash (Recharge 6)|+6|2d8+4</attack>
      </action>
    <description>
Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.
 — Mordenkainen

Ogre Chain Brute. An ogre chain brute wields a great spiked chain. It swings this chain with both hands in a wide circle around itself to knock foes off their feet. Alternatively, it can swing the chain in a crushing overhead smash that's nearly impossible to block or deflect.
Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.
Source: Mordenkainen's Tome of Foes p. 221</description>
    <environment>grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Ogre Howdah</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (breastplate)</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>16</con>
    <int>5</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>Common, Giant</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Howdah</name>
      <text>The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must use spears or weapons with reach. Creatures in the fort have three-quarters cover against attacks and effects from outside it. If the ogre dies, creatures in the fort are placed in unoccupied spaces within 5 feet of the ogre.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Mace|+6|2d6+4</attack>
      </action>
    <description>
Vile and violent though they be, ogres prove to be tractable minions for those unafraid to be brutal masters. I prefer giants, however.
 — Mordenkainen

Ogre Howdah. The most unusual of the specialized ogres, the howdah carries a palisaded wooden fort on its back. The fort is big enough to serve as a fighting platform for up to four small humanoids. Ogre howdahs are most often seen bearing goblins equipped with bows and spears into battle, but they could just as easily transport kobolds, deep gnomes, or other humanoids of similar size.
Ogres. Ogres are infamously dim-witted, but with enough time and patience, some of them can be trained to carry out specialized missions in battle. The names they are given—the battering ram, the bolt launcher, the chain brute, and the howdah—reflect their particular functions. These jobs are simple, but they're tailored to take advantage of an ogre's strengths.
Source: Mordenkainen's Tome of Foes p. 221</description>
    <environment>grassland, hill</environment>
    </monster>
  <monster>
      <name>Oinoloth</name>
    <size>M</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>126 (12d10+60)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>17</dex>
    <con>18</con>
    <int>17</int>
    <wis>16</wis>
    <cha>19</cha>
    <save>Con +8, Wis +7</save>
    <skill>Deception +8, Intimidation +8, Perception +7</skill>
    <passive>17</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>12</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Bringer of Plagues (Recharge 5-6)</name>
      <text>As a bonus action, the oinoloth blights the area within 30 feet of it. The blight lasts for 24 hours. While blighted, all normal plants in the area wither and die, and the number of hit points restored by a spell to a creature in that area is halved.</text>
      <text>Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a successful save, the creature is immune to the oinoloth's Bringer of Plagues for the next 24 hours. On a failed save, the creature takes 14 (4d6) necrotic damage and is poisoned.</text>
      <text>The poisoned creature can't regain hit points. After every 24 hours that elapse, the poisoned creature can repeat the saving throw. On a failed save, the creature's hit point maximum is reduced by 5 (1d10). This reduction lasts until the poison ends, and the target dies if its hit point maximum is reduced to 0. The poison ends after the creature successfully saves against it three times.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The oinoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The oinoloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The oinoloth uses its Transfixing Gaze and makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 14 (3d6 + 4) slashing damage plus 22 (4d10) necrotic damage.</text>
      <attack>Claw|+8|3d6+4</attack>
      </action>
    <action>
        <name>Corrupted Healing (Recharge 6)</name>
      <text>The oinoloth touches one willing creature within 5 feet of it. The target regains all its hit points. In addition, the oinoloth can end one disease on the target or remove one of the following conditions from it: blinded, deafened, paralyzed, or poisoned. The target then gains 1 level of exhaustion, and its hit point maximum is reduced by 7 (2d6). This reduction can be removed only by a wish spell or by casting greater restoration on the target three times within the same hour. The target dies if its hit point maximum is reduced to 0.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>The oinoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Transfixing Gaze</name>
      <text>The oinoloth targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw against this magic or be charmed until the end of the oinoloth's next turn. While charmed in this way, the target is restrained. If the target's saving throw is successful, the target is immune to the oinoloth's gaze for the next 24 hours.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The oinoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, detect magic, dispel magic, invisibility (self only)</text>
      <text>1/day each: feeblemind, globe of invulnerability, wall of fire, wall of ice</text>
      </trait>
    <spells>darkness, detect magic, dispel magic, invisibility, feeblemind, globe of invulnerability, wall of fire, wall of ice</spells>
    <description>Oinoloth. Grim specters of death, oinoloths bring pestilence wherever they go. To armies who recognize their awful forms, their mere appearance causes soldiers to break ranks and flee, lest they succumb to one of the awful plagues that oinoloths let loose.
Oinoloths provide the ultimate solution to thorny problems, usually by killing everyone involved. They are hired as a last resort, when a siege has gone on too long or an army has proved too strong to overcome. Once summoned, oinoloths stalk the killing field, poisoning the ground and sickening creatures they encounter. Sometimes they might be hired to lift the very plagues they spread, but the price for such work is high, and the effort turns the creatures they save into debilitated wrecks.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 251</description>
    <environment>desert, underdark</environment>
    </monster>
  <monster>
      <name>Orcus</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor, 20 with the Wand of Orcus)</ac>
    <hp>405 (30d12+210)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>27</str>
    <dex>14</dex>
    <con>25</con>
    <int>20</int>
    <wis>20</wis>
    <cha>25</cha>
    <save>Dex +10, Con +15, Wis +13</save>
    <skill>Arcana +13, Perception +13</skill>
    <passive>22</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>26</cr>
    <resist>cold, fire, lightning</resist>
    <immune>necrotic, poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Wand of Orcus</name>
      <text>The wand has 7 charges, and any of its properties that require a saving throw have a save DC of 18. While holding it, Orcus can use an action to cast animate dead, blight, or speak with dead. Alternatively, he can expend 1 or more of the wand's charges to cast one of the following spells from it: circle of death (1 charge), finger of death (1 charge), or power word kill (2 charges). The wand regains 1d4 + 3 charges daily at dawn.</text>
      <text>While holding the wand, Orcus can use an action to conjure undead creatures whose combined average hit points don't exceed 500. These undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of Orcus and obey his commands until they are destroyed or until he dismisses them as an action. Once this property of the wand is used, the property can't be used again until the next dawn.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Orcus fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Orcus has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Orcus's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Master of Undeath</name>
      <text>When Orcus casts animate dead or create undead, he chooses the level at which the spell is cast, and the creatures created by the spells remain under his control indefinitely. Additionally, he can cast create undead even when it isn't night.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Orcus makes two Wand of Orcus attacks.</text>
      </action>
    <action>
        <name>Wand of Orcus</name>
      <text>Melee Weapon Attack: +19 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage plus 13 (2d12) necrotic damage.</text>
      <attack>Wand of Orcus|+19|3d8+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 21 (3d8 + 8) piercing damage plus 9 (2d8) poison damage.</text>
      <attack>Tail|+16|3d8+8</attack>
      </action>
    <legendary>
        <text>Orcus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Orcus regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tail</name>
      <text>Orcus makes one tail attack.</text>
      </legendary>
    <legendary>
        <name>A Taste of Undeath</name>
      <text>Orcus casts chill touch (17th level).</text>
      </legendary>
    <legendary>
        <name>Creeping Death (Costs 2 Actions)</name>
      <text>Orcus chooses a point on the ground that he can see within 100 feet of him. A cylinder of swirling necrotic energy 60 feet tall and with a 10-foot radius rises from that point and lasts until the end of Orcus's next turn. Creatures in that area have vulnerability to necrotic damage.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Orcus can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Orcus's voice booms throughout the lair. His utterance causes one creature of his choice to be subjected to power word kill. Orcus needn't see the creature, but he must be aware that the individual is in the lair.</text>
      <text>• Orcus causes up to six corpses within the lair to rise as skeleton, zombie, or ghoul. These undead obey his telepathic commands, which can reach anywhere in the lair.</text>
      <text>• Orcus causes skeletal arms to rise from an area on the ground in a 20-foot square that he can see. They last until the next initiative count 20. Each creature in that area when the arms appear must succeed on a DC 23 Strength saving throw or be restrained until the arms disappear or until Orcus releases their grasp (no action required).</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Orcus's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Dead beasts periodically animate as undead mockeries of their former selves. Skeletal and zombie versions of local wildlife are commonly seen in the area.</text>
      <text>• The air becomes filled with the stench of rotting flesh, and buzzing flies grow thick within the region, even when there is no carrion to be found.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 23 Wisdom saving throw or descend into a madness determined by the Madness of Orcus table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Orcus dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Orcus</name>
      <text>If a creature goes mad in Orcus's lair or within line of sight of the demon lord, roll on the Madness of Orcus table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Orcus</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "I often become withdrawn and moody, dwelling on the insufferable state of life."</text>
      <text>21–40 | "I am compelled to make the weak suffer."</text>
      <text>41–60 | "I have no compunction against tampering with the dead in my search to better understand death."</text>
      <text>61–80 | "I want to achieve the everlasting existence of undeath."</text>
      <text>81–00 | "I am awash in the awareness of life's futility."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Orcus's spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: chill touch (17th level), detect magic</text>
      <text>1/day: time stop</text>
      <text>3/day each: create undead, dispel magic</text>
      </trait>
    <spells>chill touch, detect magic, time stop, create undead, dispel magic</spells>
    <description>Orcus. Orcus is the Demon Prince of Undeath, known as the Blood Lord. He takes some pleasure in the sufferings of the living, but far prefers the company and service of the undead. His desire is to see all life quenched and the multiverse transformed into a vast necropolis populated solely by undead creatures under his command.
Orcus rewards those who spread death in his name by granting them a small portion of his power. The least of these become ghouls and zombies who serve in his legions, while his favored servants are the cultists and necromancers who murder the living and then manipulate the dead, emulating their dread master.
Orcus is a bestial creature of corruption with a diseased, decaying look. He has the lower torso of a goat, and a humanoid upper body with a corpulent belly swollen with rot. Great bat wings sprout from his shoulders, and his head is like the skull of a goat, the flesh nearly rotted from it. In one hand, he wields the legendary Wand of Orcus, which is described in chapter 7 of the Dungeon Master's Guide.
Orcus's Lair
Orcus makes his lair in the fortress city of Naratyr, which is on Thanatos, the layer of the Abyss that he rules. Surrounded by a moat fed by the River Styx, Naratyr is an eerily quiet and cold city, its streets often empty for hours at a time. The central castle of bone has interior walls of flesh and carpets made of woven hair. The city contains wandering undead, many of which are engaged in continuous battles with one another.
Source: Mordenkainen's Tome of Foes p. 153, Out of the Abyss p. 245</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Orthon</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (half plate armor)</ac>
    <hp>105 (10d10+50)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>22</str>
    <dex>16</dex>
    <con>21</con>
    <int>15</int>
    <wis>15</wis>
    <cha>16</cha>
    <save>Dex +7, Con +9, Wis +6</save>
    <skill>Perception +10, Stealth +11, Survival +10</skill>
    <passive>20</passive>
    <languages>Common, Infernal, telepathy 120 ft.</languages>
    <cr>10</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
    <senses>darkvision 120 ft., truesight 30 ft.</senses>
    <trait>
        <name>Invisibility Field</name>
      <text>The orthon can use a bonus action to become invisible. Any equipment the orthon wears or carries is also invisible as long as the equipment is on its person. This invisibility ends immediately after the orthon makes an attack roll or is hit by an attack.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The orthon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Infernal Dagger</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 11 (2d4 + 6) slashing damage, and the target must make a DC 17 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. On a failure, the target is poisoned for 1 minute. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Infernal Dagger|+10|2d4+6</attack>
      <attack>Infernal Dagger||4d10</attack>
      </action>
    <action>
        <name>Brass Crossbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target. 14 (2d10 + 3) piercing damage, plus one of the following effects:</text>
      <attack>Brass Crossbow|+7|2d10+3</attack>
      <text>• 1. Acid: The target must make a DC 17 Constitution saving throw, taking an additional 17 (5d6) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Brass Crossbow||5d6</attack>
      <text>• 2. Blindness (1/Day): The target takes 5 (1d10) radiant damage. In addition, the target and all other creatures within 20 feet of it must each make a successful DC 17 Dexterity saving throw or be blinded until the end of the orthon's next turn.</text>
      <text>• 3. Concussion: The target and each creature within 20 feet of it must make a DC 17 Constitution saving throw, taking 13 (2d12) thunder damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Brass Crossbow||2d12</attack>
      <text>• 4. Entanglement: The target must make a successful DC 17 Dexterity saving throw or be restrained for 1 hour by strands of sticky webbing. A restrained creature can escape by using an action to make a successful DC 17 Dexterity or Strength check. Any creature other than an orthon that touches the restrained creature must make a successful DC 17 Dexterity saving throw or become similarly restrained.</text>
      <text>• 5. Paralysis (1/Day): The target takes 22 (4d10) lightning damage and must make a successful DC 17 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• 6. Tracking: For the next 24 hours, the orthon knows the direction and distance to the target, as long as it's on the same plane of existence. If the target is on a different plane, the orthon knows which one, but not the exact location there.</text>
      </action>
    <reaction>
        <name>Explosive Retribution</name>
      <text>When it is reduced to 15 hit points or fewer, the orthon causes itself to explode. All other creatures within 30 feet of it must each make a DC 17 Dexterity saving throw, taking 9 (2d8) fire damage plus 9 (2d8) thunder damage on a failed save, or half as much damage on a successful one. This explosion destroys the orthon, its infernal dagger, and its brass crossbow.</text>
      </reaction>
    <description>Orthon. When an archduke of the Nine Hells needs a creature tracked, found, and either done away with or captured, the task usually falls to an orthon. Orthons are infernal bounty hunters, tireless in their pursuit of their quarry across the multiverse.
Unseen and All-Seeing. Orthons are infamous for their sharp senses. Because an orthon can become invisible at will, its quarry is often unaware of being hunted until the orthon strikes. The orthon's invisibility can be disrupted when the devil is attacked, however, so a strong counterattack is often the best defense against it.
A Sporting Chance. Orthons value the challenge of the chase and the thrill of one-on-one combat above all else. An orthon's first loyalty is to its archduke, but if it has no immediate assignment, an orthon might work for anyone who offers it the promise of a worthy struggle against a lethal foe. Because they travel widely, orthons are unequaled as guides through the layers of the Nine Hells.
Source: Mordenkainen's Tome of Foes p. 169, Baldur's Gate: Descent Into Avernus</description>
    <environment>desert, underdark, urban</environment>
    </monster>
  <monster>
      <name>Phoenix</name>
    <size>G</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>18</ac>
    <hp>175 (10d20+70)</hp>
    <speed>walk 20 ft., fly 120 ft.</speed>
    <str>19</str>
    <dex>26</dex>
    <con>25</con>
    <int>2</int>
    <wis>21</wis>
    <cha>18</cha>
    <save>Wis +10, Cha +9</save>
    <skill></skill>
    <passive>15</passive>
    <languages></languages>
    <cr>16</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fiery Death and Rebirth</name>
      <text>When the phoenix dies, it explodes. Each creature within 60-feet of it must make a DC 20 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't worn or carried.</text>
      <text>The explosion destroys the phoenix's body and leaves behind an egg-shaped cinder that weighs 5 pounds. The cinder is blazing hot, dealing 21 (6d6) fire damage to any creature that touches it, though no more than once per round. The cinder is immune to all damage, and after 1d6 days, it hatches a new phoenix.</text>
      </trait>
    <trait>
        <name>Fire Form</name>
      <text>The phoenix can move through a space as narrow as 1 inch wide without squeezing. Any creature that touches the phoenix or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the phoenix 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 5 (1d10) fire damage. With a touch, the phoenix can also ignite flammable objects that aren't worn or carried (no action required).</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The phoenix doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Illumination</name>
      <text>The phoenix sheds bright light in a 60-foot radius and dim light for an additional 30 feet.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the phoenix fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The phoenix deals double damage to objects and structures.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The phoenix makes two attacks: one with its beak and one with its fiery talons.</text>
      </action>
    <action>
        <name>Beak</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 15 (2d6 + 8) fire damage. If the target is a creature or a flammable object, it ignites. Until a creature takes an action to douse the fire, the target takes 5 (1d10) fire damage at the start of each of its turns.</text>
      <attack>Beak|+13|2d6+8</attack>
      </action>
    <action>
        <name>Fiery Talons</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 17 (2d8 + 8) fire damage.</text>
      <attack>Fiery Talons|+13|2d8+8</attack>
      </action>
    <legendary>
        <text>The elemental can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Peck</name>
      <text>The phoenix makes one beak attack.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The phoenix moves up to its speed.</text>
      </legendary>
    <legendary>
        <name>Swoop (Costs 2 Actions)</name>
      <text>The phoenix moves up to its speed and attacks with its fiery talons.</text>
      </legendary>
    <description>
To rise like a phoenix from the ashes—so many use that quaint colloquialism. Little do they know about the true horror of such a rebirth.
 — Mordenkainen

Phoenix. Releasing a phoenix from the Inner Planes creates an explosion of fire that spreads across the sky. An enormous fiery bird forms in the center of the flames and smoke—an elder elemental possessed by a need to burn everything to ash. The phoenix rarely stays in one place for long as it strives to transform the world into an inferno.
Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.
Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.
Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 199, Mythic Odysseys of Theros</description>
    <environment>desert, mountain</environment>
    </monster>
  <monster>
      <name>Red Abishai</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>22 (natural armor)</ac>
    <hp>255 (30d8+120)</hp>
    <speed>walk 30 ft., fly 50 ft.</speed>
    <str>23</str>
    <dex>16</dex>
    <con>19</con>
    <int>14</int>
    <wis>15</wis>
    <cha>19</cha>
    <save>Str +12, Con +10, Wis +8</save>
    <skill>Intimidation +10, Perception +8</skill>
    <passive>18</passive>
    <languages>Draconic, Infernal, telepathy 120 ft.</languages>
    <cr>19</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the abishai's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abishai has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The abishai's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abishai can use its Frightful Presence. It also makes three attacks: one with its morningstar, one with its claw, and one with its bite.</text>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 10 (1d8 + 6) piercing damage.</text>
      <attack>Morningstar|+12|1d8+6</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 17 (2d10 + 6) slashing damage.</text>
      <attack>Claw|+12|2d10+6</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage plus 38 (7d10) fire damage.</text>
      <attack>Bite|+12|3d10+6</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the abishai's choice that is within 120 feet and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the abishai's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Incite Fanaticism</name>
      <text>The abishai chooses up to four of its allies within 60 feet of it that can see it. For 1 minute, each of those allies makes attack rolls with advantage and can't be frightened.</text>
      </action>
    <action>
        <name>Power of the Dragon Queen</name>
      <text>The abishai targets one dragon it can see within 120 feet of it. The dragon must make a DC 18 Charisma saving throw. A chromatic dragon makes this save with disadvantage. On a successful save, the target is immune to the abishai's Power of the Dragon Queen for 1 hour. On a failed save, the target is charmed by the abishai for 1 hour. While charmed in this way, the target regards the abishai as a trusted friend to be heeded and protected. This effect ends if the abishai or its companions deal damage to the target.</text>
      </action>
    <description>Red Abishai. Red abishais have no equals among the abishais when it comes to leadership ability and raw power. They can invoke Tiamat's authority to bend even dragons to their will. Red abishais lead other devils into battle or take charge of troublesome cults to ensure that they continue to carry out Tiamat's commands. A red abishai cuts a fearsome figure, and that sight can be inspiring to the abishai's allies, filling them with a fanatical willingness to fight.
Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.
There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 160</description>
    <environment>mountain, urban</environment>
    </monster>
  <monster>
      <name>Retriever</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>210 (20d10+100)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>22</str>
    <dex>16</dex>
    <con>20</con>
    <int>3</int>
    <wis>11</wis>
    <cha>4</cha>
    <save>Dex +8, Con +10, Wis +5</save>
    <skill>Perception +5, Stealth +8</skill>
    <passive>15</passive>
    <languages>understands Abyssal, Elvish, and Undercommon but can't speak</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>necrotic, poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>blindsight 30 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Faultless Tracker</name>
      <text>The retriever is given a quarry by its master. The quarry can be a specific creature or object the master is personally acquainted with, or it can be a general type of creature or object the master has seen before. The retriever knows the direction and distance to its quarry as long as the two of them are on the same plane of existence. The retriever can have only one such quarry at a time. The retriever also always knows the location of its master.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The retriever makes two foreleg attacks and uses its force or paralyzing beam once, if available.</text>
      </action>
    <action>
        <name>Foreleg</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 15 (2d8 + 6) slashing damage.</text>
      <attack>Foreleg|+11|2d8+6</attack>
      </action>
    <action>
        <name>Force Beam</name>
      <text>The retriever targets one creature it can see within 60 feet of it. The target must make a DC 16 Dexterity saving throw, taking 27 (5d10) force damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Force Beam||5d10</attack>
      </action>
    <action>
        <name>Paralyzing Beam (Recharge 5-6)</name>
      <text>The retriever targets one creature it can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>If the paralyzed creature is Medium or smaller, the retriever can pick it up as part of the retriever's move and walk or climb with it at full speed.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The retriever's innate spellcasting ability is Wisdom (spell save DC 13). The retriever can innately cast the following spells, requiring no material components.</text>
      <text>3/day each: plane shift (only self and up to one incapacitated creature which is considered willing for the spell), web</text>
      </trait>
    <spells>plane shift, web</spells>
    <description>Retriever. The retriever is a potent, spider-like construct conceived and built by the drow for one original purpose—to prowl the Abyss and capture demons for the drow to enslave or use in their rituals. The automatons proved so effective and so fearsome that they now perform many different missions.
Demon-Infused. Although each retriever is a metal-and-magic construct, it houses the imprisoned spirit of a bebilith. Most of the demon's intellect has been distilled away, leaving only its cruelty and cunning.
Lethal Collectors. Though they were created to operate only in the Abyss, retrievers are sometimes dispatched when a powerful drow needs some creature or object captured and brought back alive and intact. Only under the rarest of circumstances is a retriever handed over or sold to a non-drow, since the dark elves don't want to take the chance that the construct will be turned against them.
Source: Mordenkainen's Tome of Foes p. 222</description>
    <environment>desert, forest, underdark</environment>
    </monster>
  <monster>
      <name>Rot Troll</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>138 (12d10+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>22</con>
    <int>5</int>
    <wis>8</wis>
    <cha>4</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>Giant</languages>
    <cr>9</cr>
    <resist></resist>
    <immune>necrotic</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rancid Degeneration</name>
      <text>At the end of each of the troll's turns, each creature within 5 feet of it takes 11 (2d10) necrotic damage, unless the troll has taken acid or fire damage since the end of its last turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troll makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 16 (3d10) necrotic damage.</text>
      <attack>Bite|+8|1d6+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 5 (1d10) necrotic damage.</text>
      <attack>Claws|+8|2d6+4</attack>
      </action>
    <description>Rot Troll. A troll that is infused with waves of necrotic energy as it regenerates can develop a symbiotic relationship with that deathly power. The troll's body withers, and its flesh falls away from the body as quickly as it forms. Eventually a rot troll becomes unable to regenerate, though it still heals normally. The creature courses with necrotic energy that flows out of its withered form. Simply standing near a rot troll exposes other creatures to its lethal emanations.
Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.
Source: Mordenkainen's Tome of Foes p. 244, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>desert, forest, swamp, underdark</environment>
    </monster>
  <monster>
      <name>Rutterkin</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>37 (5d8+15)</hp>
    <speed>walk 20 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>17</con>
    <int>5</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>2</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Crippling Fear</name>
      <text>When a creature that isn't a demon starts its turn within 30 feet of three or more rutterkins, it must make a DC 11 Wisdom saving throw. The creature has disadvantage on the save if it's within 30 feet of six or more rutterkins. On a successful save, the creature is immune to the Crippling Fear of all rutterkins for 24 hours. On a failed save, the creature becomes frightened for 1 minute. While frightened in this way, the creature is restrained. At the end of each of the frightened creature's turns, it can repeat the saving throw, ending the effect on itself on a success.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 12 (3d6 + 2) piercing damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw against disease or become poisoned. At the end of each long rest, the poisoned target can repeat the saving throw, ending the effect on itself on a success. If the target is reduced to 0 hit points while poisoned in this way, it dies and instantly transforms into a living abyssal wretch. The transformation of the body can be undone only by a wish spell. (See notes)</text>
      <attack>Bite|+4|3d6+2</attack>
      </action>
    <description>Rutterkin. The rutterkins, a breed of warped demon, roam the Abyss in mobs that constantly search for intruders to surround and devour.
Abyssal Defenders. Rutterkins protect the Abyss from non-demons. When they spot any interlopers, they gather in a crowd and surge forward, emitting a wave of fear in advance of their attacks that leaves their victims terrified and rooted in place.
Warping Plague. Creatures bitten by rutterkins are exposed to a terrible disease that infects them with the corrupting influence of the Abyss. Victims that succumb to the disease experience tremendous pain as their bodies become disfigured, flesh twisting around the bones, until they transform to join the mass of abyssal wretches that follow in the wake of the rutterkin mob that laid them low.
Source: Mordenkainen's Tome of Foes p. 136</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Sacred Statue</name>
    <size>L</size>
    <type>construct</type>
    <alignment>as the eidolon's alignment</alignment>
    <ac>19 (natural armor)</ac>
    <hp>95 (10d10+40)</hp>
    <speed>walk 25 ft.</speed>
    <str>19</str>
    <dex>8</dex>
    <con>19</con>
    <int>14</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Wis +8</save>
    <skill></skill>
    <passive>14</passive>
    <languages>the languages the eidolon knew in life</languages>
    <cr></cr>
    <resist>acid, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>cold, necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the statue remains motionless, it is indistinguishable from a normal statue.</text>
      </trait>
    <trait>
        <name>Ghostly Inhabitant</name>
      <text>The eidolon that enters the sacred statue remains inside it until the statue drops to 0 hit points, the eidolon uses a bonus action to move out of the statue, or the eidolon is turned or forced out by an effect such as the dispel evil and good spell. When the eidolon leaves the statue, it appears in an unoccupied space within 5 feet of the statue.</text>
      </trait>
    <trait>
        <name>Inert</name>
      <text>When not inhabited by an eidolon, the statue is an object.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The statue makes two slam attacks.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 43 (6d12 + 4) bludgeoning damage.</text>
      <attack>Slam|+8|6d12+4</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +8 to hit, range 60/240 ft., one target. 37 (6d10 + 4) bludgeoning damage.</text>
      <attack>Rock|+8|6d10+4</attack>
      </action>
    <description>
It's not just gods that have the power to bind spirits to their idols. Beings such as archdevils can do it with the souls of their cultists. Moloch, for instance.
 — Mordenkainen

Sacred Statue. See Eidolon for details
Source: Mordenkainen's Tome of Foes p. 194, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Infernal Machine Rebuild</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Shadow Dancer</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>13</con>
    <int>11</int>
    <wis>12</wis>
    <cha>12</cha>
    <save>Dex +6, Cha +4</save>
    <skill>Stealth +6</skill>
    <passive>11</passive>
    <languages>Common, Elvish</languages>
    <cr>7</cr>
    <resist>necrotic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The shadow dancer has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
      </trait>
    <trait>
        <name>Shadow Jump</name>
      <text>As a bonus action, the shadow dancer can teleport up to 30 feet to an unoccupied space it can see. Both the space it teleports from and the space it teleports to must be in dim light or darkness. The shadow dancer can use this ability between the weapon attacks of another action it takes.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The shadow dancer makes three spiked chain attacks.</text>
      </action>
    <action>
        <name>Spiked Chain</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 10 (2d6 + 3) piercing damage, and the target must succeed on a DC 14 Dexterity saving throw or suffer one additional effect of the shadow dancer's choice:</text>
      <attack>Spiked Chain|+6|2d6+3</attack>
      <text>• The target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is restrained, and the shadow dancer can't grapple another target.</text>
      <text>• The target is knocked prone.</text>
      <text>• The target takes 22 (4d10) necrotic damage.</text>
      </action>
    <description>Shadow Dancer. Those who have fought shadow dancers describe the experience as similar to fighting a living darkness. Every dim alcove and darkened nook is a place from where the lithe and acrobatic shadow dancers can emerge to ambush their prey. Using this tactic, they attack their enemies from all angles with a flurry of entangling chains that hold fast and corrupt the flesh. When their quarry is helpless, others move in to help dispatch the prey. Then they loot the corpse for trinkets, anything colorful and lively to gaze at after they return to the gloom of the Shadowfell.
Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.
Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.
Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.
Source: Mordenkainen's Tome of Foes p. 225</description>
    <environment>forest, underdark, urban</environment>
    </monster>
  <monster>
      <name>Sibriex</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>150 (12d12+72)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>3</dex>
    <con>23</con>
    <int>25</int>
    <wis>24</wis>
    <cha>25</cha>
    <save>Int +13, Cha +13</save>
    <skill>Arcana +13, History +13, Perception +13</skill>
    <passive>23</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>18</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Contamination</name>
      <text>The sibriex emits an aura of corruption 30 feet in every direction. Plants that aren't creatures wither in the aura, and the ground in it is difficult terrain for other creatures. Any creature that starts its turn in the aura must succeed on a DC 20 Constitution saving throw or take 14 (4d6) poison damage. A creature that succeeds on the save is immune to this sibriex's Contamination for 24 hours.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the sibriex fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The sibriex has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sibriex uses Squirt Bile once and makes three attacks using its chain, bite, or both.</text>
      </action>
    <action>
        <name>Chain</name>
      <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 20 (2d12 + 7) piercing damage.</text>
      <attack>Chain|+6|2d12+7</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d8) piercing damage plus 9 (2d8) acid damage.</text>
      <attack>Bite|+6|2d8</attack>
      </action>
    <action>
        <name>Squirt Bile</name>
      <text>The sibriex targets one creature it can see within 120 feet of it. The target must succeed on a DC 20 Dexterity saving throw or take 35 (10d6) acid damage.</text>
      <attack>Squirt Bile||10d6</attack>
      </action>
    <action>
        <name>Warp Creature</name>
      <text>The sibriex targets up to three creatures it can see within 120 feet of it. Each target must make a DC 20 Constitution saving throw. On a successful save, a creature becomes immune to this sibriex's Warp Creature. On a failed save, the target is poisoned, which causes it to also gain 1 level of exhaustion. While poisoned in this way, the target must repeat the saving throw at the start of each of its turns. Three successful saves against the poison end it, and ending the poison removes any levels of exhaustion caused by it. Each failed save causes the target to suffer another level of exhaustion. Once the target reaches 6 levels of exhaustion, it dies and instantly transforms into a living abyssal wretch under the sibriex's control. The transformation of the body can be undone only by a wish spell.</text>
      </action>
    <action>
        <name>Variant: Flesh Warping</name>
      <text>Creatures that encounter a sibriex can be twisted beyond recognition. Whenever a creature fails a saving throw against the sibriex's Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect, which vanishes when Warp Creature ends on the creature. If the creature transforms into an abyssal wretch, the effect becomes a permanent feature of that body.</text>
      <text>A creature can willingly submit to flesh warping, an agonizing process that takes at least 1 hour while the creature stays within 30 feet of the sibriex. At the end of the process, roll once on the table (or choose one effect) to determine how the creature is transformed permanently.</text>
      <text>Flesh Warping</text>
      <text>d100 | Effect</text>
      <text>01-05 | The color of the target's hair, eyes, and skin becomes blue, red, yellow, or patterned.</text>
      <text>06-10 | The target's eyes push out of its head at the end of stalks.</text>
      <text>11-15 | The target's hands grow claws, which can be used as daggers.</text>
      <text>16-20 | One of the target's legs grows longer than the other, reducing its walking speed by 10 feet.</text>
      <text>21-25 | The target's eyes become beacons, filling a 15-foot cone with dim light when they are open.</text>
      <text>26-30 | A pair of wings, either feathered or leathery, sprout from the target's back, granting it a flying speed of 30 feet.</text>
      <text>31-35 | The target's ears tear free from its head and scurry away; the target is deafened.</text>
      <text>36-40 | Two of the target's teeth turn into tusks.</text>
      <text>41-45 | The target's skin becomes scabby, granting it a +1 bonus to AC but reducing its Charisma by 2 (to a minimum of 1).</text>
      <text>46-50 | The target's arms and legs switch places, preventing the target from moving unless it crawls.</text>
      <text>51-55 | The target's arms become tentacles with fingers on the ends, increasing its reach by 5 feet.</text>
      <text>56-60 | The target's legs grow incredibly long and springy, increasing its walking speed by 10 feet.</text>
      <text>61-65 | The target grows a whiplike tail, which it can use as a whip.</text>
      <text>66-70 | The target's eyes turn black, and it gains darkvision out to a range of 120 feet.</text>
      <text>71-75 | The target swells, tripling its weight.</text>
      <text>76-80 | The target becomes thin and skeletal, halving its weight.</text>
      <text>81-85 | The target's head doubles in size.</text>
      <text>86-90 | The target's ears become wings, giving it a flying speed of 5 feet.</text>
      <text>91-95 | The target's body becomes unusually brittle, causing the target to have vulnerability to bludgeoning, piercing, and slashing damage.</text>
      <text>96-00 | The target grows another head, causing it to have advantage on saving throws against being charmed, frightened, or stunned.</text>
      <text></text>
      </action>
    <legendary>
        <text>The fiend (demon) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The fiend (demon) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cast a Spell</name>
      <text>The sibriex casts a spell.</text>
      </legendary>
    <legendary>
        <name>Spray Bile</name>
      <text>The sibriex uses Squirt Bile.</text>
      </legendary>
    <legendary>
        <name>Warp (Costs 2 Actions)</name>
      <text>The sibriex uses Warp Creature.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The sibriex's innate spellcasting ability is Charisma (spell save DC 21). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, command, dispel magic, hold monster</text>
      <text>3/day: feeblemind</text>
      </trait>
    <spells>charm person, command, dispel magic, hold monster, feeblemind</spells>
    <description>
No creature embodies the chaotic nature of the Abyss so well as the sibriex. Although the realm of the demons is already a place of infinite horrors, sibriexes for some reason make even more of these monstrosities.
 — Mordenkainen

Sibriex. Thought to be as old as the Abyss itself, sibriexes haunt remote parts of the plane, where they use their vile abilities to breed new horrors and apprehend forbidden lore. Rivulets of blood and bile cascade from a sibriex's body. Where these noxious fluids hit the ground, the land scape becomes polluted.
Keepers of Forbidden Lore. Sibriexes have spent eons amassing information from across the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while other sibriexes cling to their secrets, parceling out lore only when doing so would advance their plans.
Demon Crafters. Sibriexes can channel the power of the Abyss to create new demons from other creatures. Over the course of days, they can create vast numbers of rutterkins to protect their lands and to ensure that the plane teems with destructive monsters. Some demons petition sibriexes for physical gifts, and if they are moved to do so, sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely; they demand a service or a treasure in return for the flesh-shaping they provide.
Source: Mordenkainen's Tome of Foes p. 137, Baldur's Gate: Descent Into Avernus</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Skulk</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14</ac>
    <hp>18 (4d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>6</str>
    <dex>19</dex>
    <con>10</con>
    <int>10</int>
    <wis>7</wis>
    <cha>1</cha>
    <save>Con +2</save>
    <skill>Stealth +8</skill>
    <passive>8</passive>
    <languages>understands Common but can't speak</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fallible Invisibility</name>
      <text>The skulk is invisible. This invisibility can be circumvented by three things:</text>
      <text>• The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a mirror or on another surface.</text>
      <text>• The skulk appears as a dim, translucent form in the light of a candle made of fat rendered from a corpse whose identity is unknown.</text>
      <text>• Humanoid children, aged 10 and under, can see through this invisibility.</text>
      </trait>
    <trait>
        <name>Trackless</name>
      <text>The skulk leaves no tracks to indicate where it has been or where it's headed.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d4 + 4) slashing damage. If the skulk has advantage on the attack roll, the target also takes 7 (2d6) necrotic damage.</text>
      <attack>Claws|+6|1d4+4</attack>
      </action>
    <description>
Some children have imaginary friends that their parents can't see. Sometimes those invisible friends aren't imaginary.
 — Mordenkainen

Skulk. Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless humanoid.
Summoned Servants. A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner's identity, the skulk is bound to obey the summoner's commands for 30 days. If a skulk is visible, an astute observer might deduce who summoned it, because a skulk assumes a vague likeness of its master.
Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can't return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem.
Hollow Lives. After killing a person in the material world, a skulk sometimes takes up a silent imitation of that person's life. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns, where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.
Source: Mordenkainen's Tome of Foes p. 227</description>
    <environment>coastal, forest, swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Skull Lord</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (plate armor)</ac>
    <hp>105 (14d8+42)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>17</con>
    <int>16</int>
    <wis>15</wis>
    <cha>21</cha>
    <save></save>
    <skill>Athletics +7, History +8, Perception +12, Stealth +8</skill>
    <passive>22</passive>
    <languages>all the languages it knew in life</languages>
    <cr>15</cr>
    <resist>cold, necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, exhaustion, frightened, poisoned, stunned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the skull lord fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Master of the Grave</name>
      <text>While within 30 feet of the skull lord, any undead ally of the skull lord makes saving throws with advantage, and that ally regains 1d6 hit points whenever it starts its turn there.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the skull lord is subjected to an effect that allows it to make a Dexterity saving throw to take only half the damage, the skull lord instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The skull lord makes three bone staff attacks.</text>
      </action>
    <action>
        <name>Bone Staff</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage plus 14 (4d6) necrotic damage.</text>
      <attack>Bone Staff|+8|1d8+3</attack>
      </action>
    <legendary>
        <text>The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Bone Staff (Costs 2 Actions)</name>
      <text>The skull lord makes a bone staff attack.</text>
      </legendary>
    <legendary>
        <name>Cantrip</name>
      <text>The skull lord casts a cantrip.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The skull lord moves up to its speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Summon Undead (Costs 3 Actions)</name>
      <text>Up to five skeleton or zombie appear in unoccupied spaces within 30 feet of the skull lord and remain until destroyed. Undead summoned in this way roll initiative and act in the next available turn. The skull lord can have up to five undead summoned by this ability at a time.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The skull lord is a 13th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The skull lord knows the following sorcerer spells:</text>
      <text>Cantrips (at will): chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp</text>
      <text>• 1st level (4 slots): magic missile, expeditious retreat, thunderwave</text>
      <text>• 2nd level (3 slots): mirror image, scorching ray</text>
      <text>• 3rd level (3 slots): fear, haste</text>
      <text>• 4th level (3 slots): dimension door, ice storm</text>
      <text>• 5th level (2 slots): cloudkill, cone of cold</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>• 7th level (1 slots): finger of death</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>chill touch, fire bolt, mage hand, poison spray, ray of frost, shocking grasp, magic missile, expeditious retreat, thunderwave, mirror image, scorching ray, fear, haste, dimension door, ice storm, cloudkill, cone of cold, eyebite, finger of death</spells>
    <description>Skull Lord. The skull lords have claimed vast regions of the Shadowfell as their dominion. From these blighted lands, they wage war against their rivals, commanding hordes of undead in a bid to establish dominance. Yet skull lords always prove to be their own worst enemies; as a combined being born from three hateful individuals, they constantly plot against themselves.
Creatures of Betrayal. Infighting and treachery brought the skull lords into existence. The first of them appeared in the aftermath of Vecna's bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn of events, Vecna's warlords turned against each other, and the dark one's plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into undead abominations cursed to fight among themselves for all time. Since the first skull lords were exiled into shadow, others have joined them, typically after being created from other leaders who betrayed their masters.
Undead Nature. A skull lord doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 230</description>
    <environment>desert, swamp, underdark</environment>
    </monster>
  <monster>
      <name>Soul Monger</name>
    <size>M</size>
    <type>humanoid (elf)</type>
    <alignment>Neutral</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>123 (19d8+38)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>17</dex>
    <con>14</con>
    <int>19</int>
    <wis>15</wis>
    <cha>13</cha>
    <save>Dex +7, Wis +6, Cha +5</save>
    <skill>Perception +6</skill>
    <passive>17</passive>
    <languages>Common, Elvish</languages>
    <cr>11</cr>
    <resist></resist>
    <immune>necrotic, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The soul monger has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The soul monger has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Soul Thirst</name>
      <text>When the soul monger reduces a creature to 0 hit points, the soul monger can gain temporary hit points equal to half the creature's hit point maximum. While the soul monger has temporary hit points from this ability, it has advantage on attack rolls.</text>
      </trait>
    <trait>
        <name>Weight of Ages</name>
      <text>Any beast or humanoid, other than a shadar-kai, that starts its turn within 5 feet of the soul monger has its speed reduced by 20 feet until the start of that creature's next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The soul monger makes two phantasmal dagger attacks.</text>
      </action>
    <action>
        <name>Phantasmal Dagger</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 13 (4d4 + 3) piercing damage plus 19 (3d12) necrotic damage, and the target has disadvantage on saving throws until the start of the soul monger's next turn.</text>
      <attack>Phantasmal Dagger|+7|4d4+3</attack>
      </action>
    <action>
        <name>Wave of Weariness (Recharge 4-6)</name>
      <text>The soul monger emits weariness in a 60-foot cube. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 45 (10d8) psychic damage and suffers 1 level of exhaustion. On a successful save, it takes 22 (5d8) psychic damage.</text>
      <attack>Wave of Weariness (Recharge 4-6)||10d8</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The soul monger's innate spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: chill touch, poison spray</text>
      <text>1/day each: bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming</text>
      </trait>
    <spells>chill touch, poison spray, bestow curse, chain lightning, finger of death, gaseous form, phantasmal killer, seeming</spells>
    <description>Soul Monger. Wracked with despair over the loss of memories of a brighter time, soul mongers now crave the vitality of others. The aching void within a soul monger radiates outward, manifesting as an unbearable weight that drains the vigor of anyone unfortunate enough to be in its presence. Those who have escaped the onslaught of a soul monger can hardly shake the memory of the sound it makes—the moan of a tortured soul, lost in a bottomless well of tragedy.
Shadar-kai. In the perpetual gloom of the Shadowfell lives a society that serves the Raven Queen. They were brought into that dusky realm in ages past, so long ago that they're now perfectly adapted to that cheerless environment, both physically and mentally.
Soul Custodians. Shadar-kai watch over both the Shadowfell and the material world, scouting out choice souls and tragedies that might please their deity. They are rumored to be able to coax worldly events along tragic paths for her amusement. The Raven Queen is famously cryptic even to her most devoted followers, however. The shadar-kai's efforts are rewarded only with vague omens they interpret as best they can.
Blighted Elves. Shadar-kai were once elves, but eons of exposure to the debilitating influence of the Shadowfell has left them joyless and mournful. In that realm, they have the appearance of withered elves: pale hair, wrinkled gray skin, and swollen joints give them a corpselike aspect. They appear more youthful while on other planes, but their skin always retains its deathly pallor. They dress in dark cloaks and heavy veils, detest mirrors, and avoid keeping things that remind them of their age.
Source: Mordenkainen's Tome of Foes p. 226</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Spirit Troll</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>97 (15d10+15)</hp>
    <speed>walk 30 ft.</speed>
    <str>1</str>
    <dex>17</dex>
    <con>13</con>
    <int>8</int>
    <wis>9</wis>
    <cha>16</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages>Giant</languages>
    <cr>11</cr>
    <resist>acid, cold, fire, lightning, thunder</resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Incorporeal Movement</name>
      <text>The troll can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The troll regains 10 hit points at the start of each of its turns. If the troll takes psychic or force damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troll makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 19 (3d10 + 3) psychic damage, and the target must succeed on a DC 15 Wisdom saving throw or be stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+7|3d10+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 14 (2d10 + 3) psychic damage.</text>
      <attack>Claws|+7|2d10+3</attack>
      </action>
    <description>Spirit Troll. A troll blasted with psychic energy can take a nonphysical form when it regenerates. Its psyche survives, but the body of a spirit troll is as insubstantial as shadow. The troll might be unaware of the transition—it still moves and attacks with teeth and claws as it always did—but now it strikes at its victim's mind.
Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.
Source: Mordenkainen's Tome of Foes p. 244</description>
    <environment>coastal, forest, swamp, underdark</environment>
    </monster>
  <monster>
      <name>Spring Eladrin</name>
    <size>M</size>
    <type>fey (elf)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>16</con>
    <int>18</int>
    <wis>11</wis>
    <cha>18</cha>
    <save></save>
    <skill>Deception +8, Persuasion +8</skill>
    <passive>10</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>10</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Step (Recharge 4-6)</name>
      <text>As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <trait>
        <name>Joyful Presence</name>
      <text>Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. On a successful save, the creature becomes immune to any eladrin's Joyful Presence for 24 hours.</text>
      <text>Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The eladrin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eladrin makes two weapon attacks. The eladrin can cast one spell in place of one of these attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage plus 4 (1d8) psychic damage, or 7 (1d10 + 2) slashing damage plus 4 (1d8) psychic damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. 7 (1d8 + 3) piercing damage plus 4 (1d8) psychic damage.</text>
      <attack>Longbow|+7|1d8+3</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The eladrin's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: charm person, Tasha's hideous laughter</text>
      <text>3/day each: confusion, enthrall, suggestion</text>
      <text>1/day each: hallucinatory terrain, Otto's irresistible dance</text>
      </trait>
    <spells>charm person, Tasha's hideous laughter, confusion, enthrall, suggestion, hallucinatory terrain, Otto's irresistible dance</spells>
    <description>
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
 — Mordenkainen

Spring-Eladrin. Their hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These playful eladrin beguile other creatures to fill them with the joy of spring. Their antics can lead other creatures into danger and make mischief for them.
Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.
The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.
Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.
Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
Source: Mordenkainen's Tome of Foes p. 196</description>
    <environment>forest, grassland</environment>
    </monster>
  <monster>
      <name>Star Spawn Grue</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>11</ac>
    <hp>17 (5d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>6</str>
    <dex>13</dex>
    <con>10</con>
    <int>9</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Deep Speech</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aura of Madness</name>
      <text>Creatures within 20 feet of the grue that aren't aberrations have disadvantage on saving throws, as well as on attack rolls against creatures other than a star spawn grue.</text>
      </trait>
    <action>
        <name>Confounding Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (2d4 + 1) piercing damage, and the target must succeed on a DC 10 Wisdom saving throw or attack rolls against it have advantage until the start of the grue's next turn.</text>
      <attack>Confounding Bite|+3|2d4+1</attack>
      </action>
    <description>
Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.
 — Mordenkainen

Star Spawn Grue. Fanged and lipless, the ever-grinning, madly staring grue lopes about on spindly legs and long arms. Bristles and spines project from odd patches of its pallid skin, and it's long fingers end in broken and dirty nails. Grues are the weakest of the star spawn. A host of writhing, scrambling grues typically accompanies more powerful star spawn. Their constant chittering and shrieking produces discordant psychic energy that disrupts thought patterns in other creatures. Intelligent creatures experience flashing colors, hallucinations, disorientation, and waves of hopelessness when they find themselves near a group of star spawn grues.
Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.
Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 234</description>
    <environment>mountain, swamp</environment>
    </monster>
  <monster>
      <name>Star Spawn Hulk</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>136 (13d10+65)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>8</dex>
    <con>21</con>
    <int>7</int>
    <wis>12</wis>
    <cha>9</cha>
    <save>Dex +3, Wis +5</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Deep Speech</languages>
    <cr>10</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Psychic Mirror</name>
      <text>If the hulk takes psychic damage, each creature within 10 feet of the hulk takes that damage instead; the hulk takes none of the damage. In addition, the hulk's thoughts and location can't be discerned by magic.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hulk makes two slam attacks. If both attacks hit the same target, the target also takes 9 (2d8) psychic damage and must succeed on a DC 17 Constitution saving throw or be stunned until the end of the target's next turn.</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 14 (2d8 + 5) bludgeoning damage.</text>
      <attack>Slam|+9|2d8+5</attack>
      </action>
    <action>
        <name>Reaping Arms (Recharge 5-6)</name>
      <text>The hulk makes a separate slam attack against each creature within 10 feet of it. Each creature that is hit must also succeed on a DC 17 Dexterity saving throw or be knocked prone.</text>
      </action>
    <description>
Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.
 — Mordenkainen

Star Spawn Hulk. The hulk is the largest of the known star spawn. Though ogre-like in stature, the hulk's glistening translucent skin reveals a muscled form devoid of an ogre's fat. Pale and seemingly lidless eyes glare balefully from a face distorted by too many teeth and too little nose.
Hulks are seldom encountered without a commanding seer nearby. A hulk appears to have little will of its own, other than to protect its master.
Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.
Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 234</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Star Spawn Larva Mage</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>168 (16d8+96)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>23</con>
    <int>18</int>
    <wis>12</wis>
    <cha>16</cha>
    <save>Dex +6, Wis +6, Cha +8</save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>Deep Speech</languages>
    <cr>16</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, petrified, poisoned, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Return to Worms</name>
      <text>When the larva mage is reduced to 0 hit points, it breaks apart into a swarm of insects in the same space. Unless the swarm is destroyed, the larva mage reforms from it 24 hours later.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 7 (1d8 + 3) bludgeoning damage, and the target must succeed on a DC 19 Constitution saving throw or be poisoned until the end of its next turn.</text>
      <attack>Slam|+8|1d8+3</attack>
      </action>
    <action>
        <name>Plague of Worms (Recharge 6)</name>
      <text>Each creature other than a star spawn within 10 feet of the larva mage must make a DC 19 Dexterity saving throw. On a failure the target takes 22 (5d8) necrotic damage and is blinded and restrained by masses of swarming worms. The affected creature takes 22 (5d8) necrotic damage at the start of each of the larva mage's turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Plague of Worms (Recharge 6)||5d8</attack>
      </action>
    <reaction>
        <name>Feed on Weakness</name>
      <text>When a creature within 20 feet of the larva mage fails a saving throw, the larva mage gains 10 temporary hit points.</text>
      </reaction>
    <legendary>
        <text>The aberration can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Cantrip (Costs 2 Actions)</name>
      <text>The larva mage casts one cantrip.</text>
      </legendary>
    <legendary>
        <name>Slam (Costs 2 Actions)</name>
      <text>The larva mage makes one slam attack.</text>
      </legendary>
    <legendary>
        <name>Feed (Costs 3 Actions)</name>
      <text>Each creature restrained by the larva mage's Plague of Worms takes 13 (3d8) necrotic damage, and the larva mage gains 6 temporary hit points.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The larva mage's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: eldritch blast*, minor illusion</text>
      <text>1/day: circle of death</text>
      <text>3/day: dominate monster</text>
      <text>*3 beams, +3 bonus to each damage roll</text>
      </trait>
    <spells>eldritch blast, minor illusion, circle of death, dominate monster</spells>
    <description>
Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.
 — Mordenkainen

Star Spawn Larva Mage. A larva mage is a nightmarish combination of a mortal body and otherworldly substance. When a powerful cultist of a wormlike entity such as Kyuss or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the original cultist's personality survives the transformation, so what emerges is wholly alien.
Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.
Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 235, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>mountain</environment>
    </monster>
  <monster>
      <name>Star Spawn Mangler</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>12</con>
    <int>11</int>
    <wis>12</wis>
    <cha>7</cha>
    <save>Dex +7, Con +4</save>
    <skill>Stealth +7</skill>
    <passive>11</passive>
    <languages>Deep Speech</languages>
    <cr>5</cr>
    <resist>cold</resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ambush</name>
      <text>On the first round of each combat, the mangler has advantage on attack rolls against a creature that hasn't taken a turn yet.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the mangler can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The mangler makes two claw attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage. If the attack roll has advantage, the target also takes 7 (2d6) psychic damage.</text>
      <attack>Claw|+7|1d8+4</attack>
      </action>
    <action>
        <name>Flurry of Claws (Recharge 4-6)</name>
      <text>The mangler makes six claw attacks against one target. Either before or after these attacks, it can move up to its speed as a bonus action without provoking opportunity attacks.</text>
      </action>
    <description>
Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.
 — Mordenkainen

Star Spawn Mangler. A mangler is a low-slung, creeping horror with multiple gangly arms. A mangler most often has six arms, but one can have any number from four to eight.
Manglers creep along the ground or the walls, sticking to shadows, hiding in spots that seem too shallow or well-lit to conceal anything. They appear smaller than their true size, thanks to their hunched posture and emaciated frame. Cultists summon these creatures to serve as guards and assassins, two roles at which they excel.
Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.
Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 236, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Star Spawn Seer</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>153 (18d8+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>12</dex>
    <con>18</con>
    <int>22</int>
    <wis>19</wis>
    <cha>16</cha>
    <save>Dex +6, Int +11, Wis +9, Cha +8</save>
    <skill>Perception +9</skill>
    <passive>19</passive>
    <languages>Common, Deep Speech, Undercommon</languages>
    <cr>13</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Out-of-Phase Movement</name>
      <text>The seer can move through other creatures and objects as if they were difficult terrain. Each creature it moves through takes 5 (1d10) psychic damage; no creature can take this damage more than once per turn. The seer takes 5 (1d10) force damage if it ends its turn inside an object.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The seer makes two comet staff attacks or uses Psychic Orb twice.</text>
      </action>
    <action>
        <name>Comet Staff</name>
      <text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. 9 (1d6 + 6) bludgeoning damage plus 18 (4d8) psychic damage, or 10 (1d8 + 6) bludgeoning damage plus 18 (4d8) psychic damage, if used with two hands, and the target must succeed on a DC 19 Constitution saving throw or be incapacitated until the end of its next turn.</text>
      <attack>Comet Staff|+11|1d6+6</attack>
      </action>
    <action>
        <name>Psychic Orb</name>
      <text>Ranged Spell Attack: +11 to hit, range 120 feet, one target. 27 (5d10) psychic damage.</text>
      <attack>Psychic Orb|+11|5d10</attack>
      </action>
    <action>
        <name>Collapse Distance (Recharge 6)</name>
      <text>The seer warps space around a creature it can see within 30 feet of it. That creature must make a DC 19 Wisdom saving throw. On a failed save, the target, along with any equipment it is wearing or carrying, is magically teleported up to 60 feet to an unoccupied space the seer can see, and all other creatures within 10 feet of the target's original space each takes 39 (6d12) psychic damage. On a successful save, the target takes 19 (3d12) psychic damage.</text>
      <attack>Collapse Distance (Recharge 6)||6d12</attack>
      </action>
    <reaction>
        <name>Bend Space</name>
      <text>When the seer would be hit by an attack, it teleports, exchanging positions with another star spawn it can see within 60 feet of it. The other star spawn is hit by the attack instead.</text>
      </reaction>
    <description>
Stars don't spawn these creatures. Such beautiful lights shouldn't be blamed for such balefulness.
 — Mordenkainen

Star Spawn Seer. A star spawn seer is most often encountered as the leader of a cult that worships one or more of the Elder Evils. Usually, the seer is the only cult member that grasps the full extent of the horror the cult is venerating.
An entity that appears as a star spawn seer in the Material Plane usually arrives as something different—something disembodied. When a warlock or other spellcaster establishes communication with it, the seer-entity takes control of the mortal's form and spirit, transforming it into a star spawn seer. Whoever the seer once was largely vanishes beneath the corpulent bulk of tumorous skin than builds up in strange whorls all over the seer's body. Hands become bulky, flipper-like appendages capable of grasping their strange staffs—formed of some blend of flesh, bone, and star stuff—but clumsy and painful when used to manipulate other things.
A star spawn seer is almost always accompanied by one or more star spawn hulks. Although the hulk is a worthy combatant in its own right, it's also a vital part of a tactic often used by seers. When a seer deals psychic damage to a hulk, the hulk isn't hurt, while the effect ricochets off the hulk and expands to assault other creatures.
The seer's goal is to tap the energy sources and master the rites that will enable it to extend a bridge between the vulnerable sanity of the Material Plane and the squirming madness of an Elder Evil's prison.
Star Spawn. The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a moment's contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes dreaming. These Elder Evils are far older than most of the mortal races and always horrific to humanoid minds.
However much they might desire to enter and dominate the Material Plane, the Elder Evils are unable or unwilling to leave their realms. Some are imprisoned in their dimensions by external forces, some are inextricably bound to their home realities, and others simply can't find any way out.
Heralds of Doom. The creatures known as star spawn are the heralds, servants, foot soldiers, and lieutenants of the Elder Evils, capable of taking on forms that can journey to the Material Plane. They arrive most often in the wake of a comet—or perhaps such a phenomenon merely signals that star spawn are in the vicinity and available for communication. When the signs are right, warlocks and cultists hasten to gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide the blazing star spawn into the world.

The cultists who blaspheme reality by calling out to Elder Evils often speak of a Far Realm from which these entities hail. In truth, there is no one place or space from which they come. There is the multiverse of things that are, and there is the multiverse of things that shouldn't be.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 236</description>
    <environment>mountain, swamp, urban</environment>
    </monster>
  <monster>
      <name>Steel Predator</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>207 (18d10+108)</hp>
    <speed>walk 40 ft.</speed>
    <str>24</str>
    <dex>17</dex>
    <con>22</con>
    <int>4</int>
    <wis>14</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +7, Stealth +8, Survival +7</skill>
    <passive>17</passive>
    <languages>understands Modron and the language of its owner but can't speak</languages>
    <cr>16</cr>
    <resist>cold, lightning, necrotic, thunder</resist>
    <immune>poison, psychic; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
    <senses>blindsight 30 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The steel predator has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The steel predator's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The steel predator makes three attacks: one with its bite and two with its claw.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 14 (2d6 + 7) piercing damage.</text>
      <attack>Bite|+12|2d6+7</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. 16 (2d8 + 7) slashing damage.</text>
      <attack>Claw|+12|2d8+7</attack>
      </action>
    <action>
        <name>Stunning Roar (Recharge 5-6)</name>
      <text>The steel predator emits a roar in a 60-foot cone. Each creature in that area must make a DC 19 Constitution saving throw. On a failed save, a creature takes 27 (5d10) thunder damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Stunning Roar (Recharge 5-6)||5d10</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The steel predator's innate spellcasting ability is Wisdom. The steel predator can innately cast the following spells, requiring no components:</text>
      <text>3/day each: dimension door (self only), plane shift (self only)</text>
      </trait>
    <spells>dimension door, plane shift</spells>
    <description>Steel Predator. A steel predator is a merciless machine with one purpose: to locate and kill its target regardless of distance and obstacles.
Modron Engineering. Steel predators are created by a particular hexton modron, using a machine located in the city of Sigil. It wasn't always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was lauded for its invention—until it turned its creations against its superiors. Steel predators wreaked havoc across the modron hierarchy until the rogue hexton was trapped and exiled. Now it operates a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator.
Assassins on Demand. To create a steel predator, the hexton's machine must be fed something that identifies the predator's target, such as a lock of hair, a well-worn glove, or a much-used weapon. The moment the newly manufactured steel predator emerges, it bounds away in search of its prey. It senses the location of its target across planar boundaries, but such detection is accurate only to within a thousand yards; to close the remaining distance, the steel predator locates its prey by sight and smell.
Once battle is joined, the predator ignores every other threat to attack its target, unless other creatures prevent it from reaching the target. In that case, it does what it must to fulfill its mission.
Rogue Killers. If all goes according to plan, a steel predator slays its target and then voluntarily returns to Sigil, where it's broken down into parts that can be used in another steel predator. Battle damage can cause this instinct to fail, however, causing the steel predator to linger in the area, hunting and killing other creatures that resemble its target, that fit the target's general description, or that simply live nearby. Such rogues become the most dangerous of predators.
Constructed Nature. A steel predator doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 239</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Stone Cursed</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>19 (3d8+4)</hp>
    <speed>walk 10 ft.</speed>
    <str>16</str>
    <dex>5</dex>
    <con>14</con>
    <int>5</int>
    <wis>8</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>the languages it knew in life</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable>bludgeoning</vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, petrified, poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Opportunist</name>
      <text>The stone cursed has advantage on the attack rolls of opportunity attacks.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the stone cursed remains motionless, it is indistinguishable from a normal statue.</text>
      </trait>
    <action>
        <name>Petrifying Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage, or 14 (2d10 + 3) slashing damage if the attack roll had advantage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw, or it begins to turn to stone and is restrained until the end of its next turn, when it must repeat the saving throw. The effect ends if the second save is successful; otherwise the target is petrified for 24 hours.</text>
      <attack>Petrifying Claws|+5|1d10+3</attack>
      </action>
    <description>Stone Cursed. The stone cursed are spawned through a foul alchemical ritual performed on a humanoid that has been turned to stone. The ritual, which requires a mixture of basilisk blood and the ashes from the burned feathers of a cockatrice, awakens a dim echo of the petrified victim's spirit, animating the statue and turning it into a useful guardian.
Lingering Spirits. The stone cursed possess a malevolent drive to slay the living, yet they are utterly loyal to whoever performed the ritual to animate them, and they obey that being's orders to the best of their ability. In combat, stony claws that drip with thick, gray sludge emerge from a stone cursed's fingers. This alchemical sludge transforms those slashed by the claws into statues.
A Strange Harvest. As part of the ritual used to create a stone cursed, a fist-sized obsidian skull forms within the creature's torso. The skull isn't visible while the stone cursed is active, but when it is slain, the statue shatters and the skull clatters to the ground. Because it is the nexus for the alchemy used to create these horrors, a dim echo of the original victim's memories resonates within the skull. A skilled magic-wielder can attempt to extract memories from it to gain insight into the victim's past or find lore that otherwise would be lost.
Constructed Nature. A stone cursed doesn't require air, food, drink, or sleep.
Cryptic Whispers. Even though creatures transformed into stone cursed are long dead, a vague whisper of their memories lives on in the obsidian skull embedded within the stone cursed's body. At the end of a short rest, a character can make a DC 20 Intelligence (Arcana) check to attempt to extract a memory from the skull—a memory that is a response to a verbal question posed by the character to the skull. Once this check is made, whether it succeeds or fails, the skull can't be used in this manner again.
Source: Mordenkainen's Tome of Foes p. 240</description>
    <environment>desert, mountain, urban</environment>
    </monster>
  <monster>
      <name>Stone Defender</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>3</int>
    <wis>10</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands one language of its creator but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks that aren't adamantine</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the stone defender remains motionless against an uneven earthen or stone surface, it is indistinguishable from that surface.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The stone defender has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage, and if the target is Large or smaller, it is knocked prone.</text>
      <attack>Slam|+6|2d6+4</attack>
      </action>
    <reaction>
        <name>Intercept Attack</name>
      <text>In response to another creature within 5 feet of it being hit by an attack roll, the stone defender gives that creature a +5 bonus to its AC against that attack, potentially causing a miss. To use this ability, the stone defender must be able to see the creature and the attacker.</text>
      </reaction>
    <description>The gnomes' efforts to invent and tinker with magic and mechanical devices produce many failed constructs, but also result in genuine advances, such as clockworks. Since their discovery, the methods used to craft clockworks have passed from one community of gnomes to another and down the generations.
Constructed Nature. A clockwork doesn't require air, food, drink, or sleep.
Individual Designs. A gnome artisan values an individualized clockwork more highly than a perfectly functioning one that copies too much from another creation. For that reason, even clockworks that fit established designs, such as those described here, are seldom identical.
A clockwork can be customized by adding one of the following enhancements and one potential malfunction to its stat block. You can select randomly or choose a pair of modifications that fit the temperament of the clockwork's builder.
Clockwork Enhancements
d10 | Enhancement
1 | Camouflaged. The clockwork gains proficiency in Stealth if it doesn't already have it. While motionless, it is indistinguishable from a stopped machine.
2 | Sensors. The range of the clockwork's darkvision becomes 120 feet, unless it is higher, and it gains proficiency in Perception if it doesn't already have it.
3 | Improved Armor. The clockwork's AC increases by 2.
4 | Increased Speed. The clockwork's speed increases by 10 feet.
5 | Reinforced Construction. The clockwork has resistance to force, lightning, and thunder damage.
6 | Self-Repairing. If the clockwork starts its turn with at least 1 hit point, it regains 5 hit points. If it takes lightning damage, this ability doesn't function at the start of its next turn.
7 | Sturdy Frame. The clockwork's hit point maximum increases by an amount equal to its number of Hit Dice.
8 | Suction. The clockwork gains a climbing speed of 30 feet.
9 | Vocal Resonator. The clockwork gains the ability to speak rudimentary Common or Gnomish (creator's choice).
10 | Water Propulsion. The clockwork gains a swimming speed of 30 feet.

Clockwork Malfunctions
d10 | Malfunction
1 | Faulty Sensors. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is blinded until the end of its turn.
2 | Flawed Targeting. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork makes attack rolls with disadvantage until the end of its turn.
3 | Ground Fault. The clockwork has vulnerability to lightning damage.
4 | Imprinting Loop. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork mistakes one creature it can see within 30 feet for its creator. The clockwork won't willingly harm that creature for 1 minute or until that creature attacks it or deals damage to it.
5 | Leaking Lubricant. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork gains 1 level of exhaustion that it isn't immune to.
6 | Limited Steering. The clockwork must move in a straight line. It can turn up to 90 degrees before moving and again at the midpoint of its movement. It can rotate freely if it doesn't use any of its speeds on its turn.
7 | Overactive Sense of Self-Preservation. If the clockwork has half its hit points or fewer at the start of its turn in combat, roll a d6. If you roll a 1, it retreats from combat. If retreat isn't possible, it continues fighting.
8 | Overheats. Roll a d6 at the start of the clockwork's turn. If you roll a 1, the clockwork is incapacitated until the end of its turn.
9 | Rusty Gears. The clockwork has disadvantage on initiative rolls, and its speed decreases by 10 feet.
10 | Weak Armor. The clockwork isn't immune to bludgeoning, piercing, and slashing damage from nonmagical attacks that aren't adamantine.

Source: Mordenkainen's Tome of Foes p. 126</description>
    <environment>forest, grassland, hill, mountain</environment>
    </monster>
  <monster>
      <name>Summer Eladrin</name>
    <size>M</size>
    <type>fey (elf)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 50 ft.</speed>
    <str>19</str>
    <dex>21</dex>
    <con>16</con>
    <int>14</int>
    <wis>12</wis>
    <cha>18</cha>
    <save></save>
    <skill>Athletics +8, Intimidation +8</skill>
    <passive>9</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>10</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fearsome Presence</name>
      <text>Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 16 Wisdom saving throw. On a failed save, the creature becomes frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Fearsome Presence for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Fey Step (Recharge 4-6)</name>
      <text>As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The eladrin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The eladrin makes two weapon attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 13 (2d8 + 4) slashing damage plus 4 (1d8) fire damage, or 15 (2d10 + 4) slashing damage plus 4 (1d8) fire damage if used with two hands.</text>
      <attack>Longsword|+8|2d8+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. 14 (2d8 + 5) piercing damage plus 4 (1d8) fire damage.</text>
      <attack>Longbow|+9|2d8+5</attack>
      </action>
    <reaction>
        <name>Parry</name>
      <text>The eladrin adds 3 to its AC against one melee attack that would hit it. To do so, the eladrin must see the attacker and be wielding a melee weapon.</text>
      </reaction>
    <description>
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
 — Mordenkainen

Summer Eladrin. When they are angered, eladrin enter the season of summer, a burning, tempestuous state that transforms them into aggressive warriors eager to vent their wrath. Their magic responds to their fury and amplifies their fighting ability, which helps them move with astonishing quickness and strike with terrible force.
Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.
The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.
Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.
Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
Source: Mordenkainen's Tome of Foes p. 196</description>
    <environment>desert, forest</environment>
    </monster>
  <monster>
      <name>Sword Wraith Commander</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (breastplate, shield)</ac>
    <hp>127 (15d8+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>11</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Perception +4</skill>
    <passive>14</passive>
    <languages>the languages it knew in life</languages>
    <cr>8</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, frightened, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Martial Fury</name>
      <text>As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 (2d8) necrotic damage on a hit. If it does so, attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <trait>
        <name>Turning Defiance</name>
      <text>The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sword wraith makes two weapon attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Longsword|+7|1d8+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow|+5|1d8+2</attack>
      </action>
    <action>
        <name>Call to Honor (1/Day)</name>
      <text>To use this action, the sword wraith must have taken damage during the current combat. If the sword wraith can use this action, it gives itself advantage on attack rolls until the end of its next turn, and 1d4 + 1 sword wraith warrior appear in unoccupied spaces within 30 feet of it. The warriors last until they drop to 0 hit points, and they take their turns immediately after the commander's turn on the same initiative count.</text>
      </action>
    <description>Sword Wraith. When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor—hungry spirit might haunt the battlefield as a sword wraith.
Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter.
Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated.
Undead Nature. A sword wraith doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 241, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>grassland, swamp</environment>
    </monster>
  <monster>
      <name>Sword Wraith Warrior</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (chain shirt, shield)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>17</con>
    <int>6</int>
    <wis>9</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>the languages it knew in life</languages>
    <cr>3</cr>
    <resist>necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, frightened, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Martial Fury</name>
      <text>As a bonus action, the sword wraith can make one weapon attack. If it does so, attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 150/600 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Longbow|+3|1d8+1</attack>
      </action>
    <description>Sword Wraith. When a glory-obsessed warrior dies in battle without earning the honor it desperately sought, its valor—hungry spirit might haunt the battlefield as a sword wraith.
Brooding Spirits. The most likely spots for encountering sword wraiths are scenes of ancient ambushes, battlefields where soldiers were felled by magic with no chance to fight back, and sites where enemies were hemmed in and slaughtered without quarter.
Honor Above All. Sword wraiths fly into a rage if anyone questions their valor. Conversely, they are easily appeased by praise. Little pleases them more than hearing a ballad performed in their honor. Towns located near ancient battlefields hold annual festivals of remembrance to keep sword wraiths there placated.
Undead Nature. A sword wraith doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 241, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>grassland, swamp</environment>
    </monster>
  <monster>
      <name>The Angry</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>255 (30d8+120)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>19</con>
    <int>8</int>
    <wis>13</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +6</skill>
    <passive>16</passive>
    <languages>Common</languages>
    <cr>13</cr>
    <resist>bludgeoning, piercing, slashing while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Two Heads</name>
      <text>The Angry has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <trait>
        <name>Rising Anger</name>
      <text>If another creature deals damage to the Angry, the Angry's attack rolls have advantage until the end of its next turn, and the first time it hits with a hook attack on its next turn, the attack's target takes an extra 19 (3d12) psychic damage.</text>
      <text>On its turn, the Angry has disadvantage on attack rolls if no other creature has dealt damage to it since the end of its last turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Angry makes two hook attacks.</text>
      </action>
    <action>
        <name>Hook</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 16 (2d12 + 3) piercing damage.</text>
      <attack>Hook|+8|2d12+3</attack>
      </action>
    <description>The Angry. Relying on violence to sustain their existence, the Angry grow more powerful when their foes fight back. If a creature opts not to attack, though, the Angry becomes confused, and its attacks weaken. Each of the Angry has two heads, which bicker with each other until they find something else on which they can vent their wrath.
Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.
Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.
Source: Mordenkainen's Tome of Foes p. 231</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>The Hungry</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>225 (30d8+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>10</dex>
    <con>17</con>
    <int>6</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>11</cr>
    <resist>bludgeoning, piercing, slashing while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Life Hunger</name>
      <text>If a creature the Hungry can see regains hit points, the Hungry gains two benefits until the end of its next turn: it has advantage on attack rolls, and its bite deals an extra 22 (4d10) necrotic damage on a hit.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Hungry makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage plus 13 (3d8) necrotic damage.</text>
      <attack>Bite|+8|1d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (4d6 + 4) slashing damage. If the target is Medium or smaller, it is grappled (escape DC 16) and is restrained until the grapple ends. While grappling a creature, the Hungry can't attack with its claws.</text>
      <attack>Claws|+8|4d6+4</attack>
      </action>
    <description>The Hungry. Horrid beasts with grasping claws and yawning mouths, the Hungry do whatever is necessary to sate their appetites. These greedy devourers consume all life and energy they encounter, stuffing their maws with flesh and drinking in their victims' screams. When they finish, they lurch away while their bright eyes resume the search for something else to consume.
Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.
Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.
Source: Mordenkainen's Tome of Foes p. 232</description>
    <environment>forest, underdark, urban</environment>
    </monster>
  <monster>
      <name>The Lonely</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>112 (15d8+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>12</dex>
    <con>17</con>
    <int>6</int>
    <wis>11</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common</languages>
    <cr>9</cr>
    <resist>bludgeoning, piercing, slashing while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Psychic Leech</name>
      <text>At the start of each of the Lonely's turns, each creature within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage.</text>
      </trait>
    <trait>
        <name>Thrives on Company</name>
      <text>The Lonely has advantage on attack rolls while it is within 30 feet of at least two other creatures. It otherwise has disadvantage on attack rolls.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The Lonely makes one harpoon arm attack and uses Sorrowful Embrace.</text>
      </action>
    <action>
        <name>Harpoon Arm</name>
      <text>Melee Weapon Attack: +7 to hit, reach 60 ft., one target. 21 (4d8 + 3) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature.</text>
      <attack>Harpoon Arm|+7|4d8+3</attack>
      <text>The Lonely has two harpoon arms and can grapple up to two creatures at once.</text>
      </action>
    <action>
        <name>Sorrowful Embrace</name>
      <text>Each creature grappled by the Lonely must make a DC 15 Wisdom saving throw. A creature takes 18 (4d8) psychic damage on a failed save, or half as much damage on a successful one. In either case, the Lonely pulls each creature grappled by it up to 30 feet straight toward it.</text>
      <attack>Sorrowful Embrace||4d8</attack>
      </action>
    <description>The Lonely. The sorrow of isolation afflicts many creatures that lurk in the Shadowfell, but the need for companionship is never manifested more dramatically than in the Lonely. When these sorrowsworn spot other creatures, they feel keenly the need for interaction and so they launch their harpoon-like arms to drag their victims close.
Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.
Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.
Source: Mordenkainen's Tome of Foes p. 232</description>
    <environment>coastal, desert, mountain, underdark, urban</environment>
    </monster>
  <monster>
      <name>The Lost</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>12</dex>
    <con>15</con>
    <int>6</int>
    <wis>7</wis>
    <cha>5</cha>
    <save></save>
    <skill>Athletics +6</skill>
    <passive>8</passive>
    <languages>Common</languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The Lost makes two arm spike attacks.</text>
      </action>
    <action>
        <name>Arm Spike</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 14 (2d10 + 3) piercing damage.</text>
      <attack>Arm Spike|+6|2d10+3</attack>
      </action>
    <action>
        <name>Embrace</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 25 (4d10 + 3) piercing damage, and the target is grappled (escape DC 14) if it is a Medium or smaller creature. Until the grapple ends, the target is frightened, and it takes 27 (6d8) psychic damage at the end of each of its turns. The Lost can embrace only one creature at a time.</text>
      <attack>Embrace|+6|4d10+3</attack>
      </action>
    <reaction>
        <name>Tightening Embrace</name>
      <text>If the Lost takes damage while it has a creature grappled, that creature takes 18 (4d8) psychic damage.</text>
      </reaction>
    <description>The Lost. The Shadowfell turns visitors around until they become marooned in its twisted landscape. The Lost are representations of the anxiety and fear that people experience when they can't find their way. These sorrowsworn appear as desperate and panicked things.
The Lost try to embrace any creatures they can reach, attempting to find solace in the contact. Aside from the horror of being embraced by such a thing, the victim experiences a flood of fear and panic as its mind buckles under the fury of this assault. The harder the victims' allies fight for release, the worse the experience becomes.
Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.
Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.
Source: Mordenkainen's Tome of Foes p. 233</description>
    <environment>arctic, desert, forest, mountain, swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>The Wretched</name>
    <size>S</size>
    <type>monstrosity</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>10 (4d6-4)</hp>
    <speed>walk 40 ft.</speed>
    <str>7</str>
    <dex>12</dex>
    <con>9</con>
    <int>5</int>
    <wis>6</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>bludgeoning, piercing, slashing while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Wretched Pack Tactics</name>
      <text>The Wretched has advantage on an attack roll against a creature if at least one of the Wretched's allies is within 5 feet of the creature and the ally isn't incapacitated. The Wretched otherwise has disadvantage on attack rolls.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 6 (1d10 + 1) piercing damage, and the Wretched attaches to the target. While attached, the Wretched can't attack, and at the start of each of the Wretched's turns, the target takes 6 (1d10 + 1) necrotic damage.</text>
      <attack>Bite|+3|1d10+1</attack>
      <text>The attached Wretched moves with the target whenever the target moves, requiring none of the Wretched's movement. The Wretched can detach itself by spending 5 feet of its movement on its turn. A creature, including the target, can use its action to detach a Wretched.</text>
      </action>
    <description>The Wretched. Horrid little monsters, the Wretched gather in large packs to scour the Shadowfell for prey. These pitiful entities subsist on life force, so when they find a creature, they surge forward to sink their fangs into their victims and drink deep of their life energy and their fear.
Sorrowsworn. The Shadowfell's pervasive melancholy sometimes gives rise to strange incarnations of the plane's bleak nature. The sorrowsworn embody the forms of suffering that are inherent to the shadowy landscape, and they visit horror on those who stumble into their midst.
Emotion Given Form. Each sorrowsworn personifies a different aspect of despair or distress. Some are manifestations of anger; others are loneliness given physical form. Their nature provides a clue both to understanding how they become more powerful and to overcoming them. Giving in to the negative emotions that the sorrowsworn represent causes these entities to grow deadlier. Fighting against these emotions can weaken them and drive them away.
Source: Mordenkainen's Tome of Foes p. 233</description>
    <environment>swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Titivilus</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 40 ft., fly 60 ft.</speed>
    <str>19</str>
    <dex>22</dex>
    <con>17</con>
    <int>24</int>
    <wis>22</wis>
    <cha>26</cha>
    <save>Dex +11, Con +8, Wis +11, Cha +13</save>
    <skill>Deception +13, Insight +11, Intimidation +13, Persuasion +13</skill>
    <passive>16</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>16</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Titivilus fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Titivilus has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Titivilus's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Titivilus regains 10 hit points at the start of his turn. If he takes cold or radiant damage, this trait doesn't function at the start of his next turn. Titivilus dies only if he starts his turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Ventriloquism</name>
      <text>Whenever Titivilus speaks, he can choose a point within 60 feet; his voice emanates from that point.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Titivilus makes one sword attack and uses his Frightful Word once.</text>
      </action>
    <action>
        <name>Silver Sword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage plus 16 (3d10) necrotic damage, or 9 (1d10 + 4) slashing damage plus 16 (3d10) necrotic damage if used with two hands. If the target is a creature, its hit point maximum is reduced by an amount equal to half the necrotic damage it takes.</text>
      <attack>Silver Sword|+9|1d8+4</attack>
      </action>
    <action>
        <name>Frightful Word</name>
      <text>Titivilus targets one creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. While frightened in this way, the target must take the Dash action and move away from Titivilus by the safest available route on each of its turns, unless there is nowhere to move, in which case it needn't take the Dash action. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>Titivilus magically teleports, along with any equipment he is wearing and carrying, up to 120 feet to an unoccupied space he can see.</text>
      </action>
    <action>
        <name>Twisting Words</name>
      <text>Titivilus targets one creature he can see within 60 feet of him. The target must make a DC 21 Charisma saving throw. On a failure the target is charmed for 1 minute. The charmed target can repeat the saving throw if Titivilus deals any damage to it. A creature that succeeds on the saving throw is immune to Titivilus's Twisting Words for 24 hours.</text>
      </action>
    <legendary>
        <text>Titivilus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Titivilus regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Assault (Costs 2 Actions)</name>
      <text>Titivilus attacks with his silver sword or uses his Frightful Word.</text>
      </legendary>
    <legendary>
        <name>Corrupting Guidance</name>
      <text>Titivilus uses Twisting Words. Alternatively, he targets one creature charmed by him that is within 60 feet of him; that charmed target must make a DC 21 Charisma saving throw. On a failure, Titivilus decides how the target acts during its next turn.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Titivilus uses his Teleport action.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Titivilus's innate spellcasting ability is Charisma (spell save DC 21). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion</text>
      <text>3/day each: greater invisibility (self only), mislead</text>
      <text>1/day each: feeblemind, symbol (discord or sleep only)</text>
      </trait>
    <spells>alter self, animate dead, bestow curse, confusion, major image, modify memory, nondetection, sending, suggestion, greater invisibility, mislead, feeblemind, symbol</spells>
    <description>
I actually admire Titivilus. If he weren't so remorselessly evil, he'd be an excellent administrator of the Balance.
 — Mordenkainen

The gloomy Lord of the Second, Dispater, rules from his iron palace, seeming to hide surrounded by its labyrinthine corridors, iron walls, diabolical traps, and monstrous servants. So intense is his paranoia that he almost never travels farther than the sprawling city that lies outside his magnificent palace. Dispater knows he has enemies on all sides—enemies who would do to him what has been done to the likes of Geryon, Moloch, and so many others.
Dispater is correct to fear, but the true threat comes not from without. The lord's great error was allowing himself to be seduced by Titivilus, who beguiled his way into being the primary advisor in Dispater's household.
Although he is inferior in physical strength and power when compared to other archdevils, Titivilus compensates with cunning. A shrewd and calculating politician, he has clawed his way up through the ranks to become the second-most powerful fiend in Dis, entirely by saying just the right thing at the right time to get what he wanted. Charming and pleasant, he is a master at negotiation, able to twist words in such a way as to leave his victims confused and believing they have found a friend in Titivilus. Through these skills, Titivilus has manipulated everyone along his path to power, either to win them over to his cause or to remove them as a threat.
Since gaining his position, Titivilus has convinced Dispater that countless plots are being hatched against him and that Asmodeus himself seeks to remove Dispater from power. In response, Dispater has withdrawn to his palace and left day-to-day decisions to Titivilus, while also authorizing him to answer and negotiate bargains with mortals who attempt to summon Dispater. Titivilus now represents his master and speaks with his voice, a turn of events that leads some to whisper that either Titivilus is Dispater in disguise, or that Titivilus has removed the archduke and replaced him altogether.
Titivilus recognizes the inherent precariousness of his position. After all, Dispater's acceptance of his plans and his advice can last only so long before some other plotter steps in and reveals the truth. For insurance, Titivilus has begun recruiting outsiders to deal with problem devils, to insulate himself against criticism, and, above all, to create complications that he can solve so as to reinforce his value in the eyes of his master. Titivilus finds adventurers well suited to the tasks he needs performed and recruits them directly or through intermediaries, expending them later as his plans require.
Source: Mordenkainen's Tome of Foes p. 179</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Tortle</name>
    <size>M</size>
    <type>humanoid (tortle)</type>
    <alignment>Lawful Good</alignment>
    <ac>17 (natural armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>12</con>
    <int>11</int>
    <wis>13</wis>
    <cha>12</cha>
    <save></save>
    <skill>Athletics +4, Survival +3</skill>
    <passive>11</passive>
    <languages>Aquan, Common</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The tortle can hold its breath for 1 hour.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+4|1d6+2</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +2 to hit, range 80/320 ft., one target. 4 (1d8) piercing damage.</text>
      <attack>Light Crossbow|+2|1d8</attack>
      </action>
    <action>
        <name>Shell Defense</name>
      <text>The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.</text>
      </action>
    <description>Tortles. Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: "We wear our homes on our backs." Consequently, tortles feel little need to stay put for long.
An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance.
Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs.
A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.
Source: Mordenkainen's Tome of Foes p. 242, The Tortle Package p. 23</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Tortle Druid</name>
    <size>M</size>
    <type>humanoid (tortle)</type>
    <alignment>Lawful Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>12</con>
    <int>11</int>
    <wis>15</wis>
    <cha>12</cha>
    <save></save>
    <skill>Animal handling +4, Nature +2, Survival +4</skill>
    <passive>12</passive>
    <languages>Aquan, Common</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Hold Breath</name>
      <text>The tortle can hold its breath for 1 hour.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage, or 6 (1d8 + 2) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shell Defense</name>
      <text>The tortle withdraws into its shell. Until it emerges, it gains a +4 bonus to AC and has advantage on Strength and Constitution saving throws. While in its shell, the tortle is prone, its speed is 0 and can't increase, it has disadvantage on Dexterity saving throws, it can't take reactions, and the only action it can take is a bonus action to emerge.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The tortle is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, guidance, produce flame</text>
      <text>• 1st level (4 slots): animal friendship, cure wounds, speak with animals, thunderwave</text>
      <text>• 2nd level (3 slots): darkvision, hold person</text>
      </trait>
    <slots>4, 3</slots>
    <spells>druidcraft, guidance, produce flame, animal friendship, cure wounds, speak with animals, thunderwave, darkvision, hold person</spells>
    <description>Tortles. Tortles are omnivorous, turtle-like humanoids with shells that cover most of their bodies. Tortles have a saying: "We wear our homes on our backs." Consequently, tortles feel little need to stay put for long.
An adult tortle stands about 6 feet tall and weighs between 450 and 500 pounds. Males and females are nearly identical in size and appearance.
Temporary Towns. A tortle settlement is primarily used as a kind of moot, where tortles can socialize with one another and trade with strangers. Tortles don't regard these settlements as places worth defending with their lives, and they abandon a settlement when it no longer serves their needs.
A Life of Wandering. Most tortles like to see how other creatures live and discover new customs. The urge to procreate doesn't kick in until the end of a tortle's life, and a tortle can spend decades away from its native land without feeling homesick.
Source: Mordenkainen's Tome of Foes p. 242, The Tortle Package p. 23</description>
    <environment>coastal</environment>
    </monster>
  <monster>
      <name>Vampiric Mist</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>16</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save>Wis +3</save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>3</cr>
    <resist>acid, cold, lightning, necrotic, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Life Sense</name>
      <text>The mist can sense the location of any creature within 60 feet of it, unless that creature's type is construct or undead.</text>
      </trait>
    <trait>
        <name>Forbiddance</name>
      <text>The mist can't enter a residence without an invitation from one of the occupants.</text>
      </trait>
    <trait>
        <name>Misty Form</name>
      <text>The mist can occupy another creature's space and vice versa. In addition, if air can pass through a space, the mist can pass through it without squeezing. Each foot of movement in water costs it 2 extra feet, rather than 1 extra foot. The mist can't manipulate objects in any way that requires fingers or manual dexterity.</text>
      </trait>
    <trait>
        <name>Sunlight Hypersensitivity</name>
      <text>The mist takes 10 radiant damage whenever it starts its turn in sunlight. While in sunlight, the mist has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Life Drain</name>
      <text>The mist touches one creature in its space. The target must succeed on a DC 13 Constitution saving throw (undead and constructs automatically succeed), or it takes 10 (2d6 + 3) necrotic damage, the mist regains 10 hit points, and the target's hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if its hit point maximum is reduced to 0.</text>
      <attack>Life Drain||2d6+3</attack>
      </action>
    <description>Vampiric Mist. In billowing clouds of fog lurk vampiric mists, the wretched remnants of vampires that were prevented from finding rest. Indistinguishable from the mists they lurk within, they strike unseen and undetected to bleed their victims dry.
Former Vampires. Vampiric mists, sometimes called crimson mists, are all that remain of vampires who couldn't return to their burial places after being defeated or suffering some mishap. Denied the restorative power of these places, the vampires' bodies dissolve into mist. The transformation strips the intelligence and personality from them until only an unholy, insatiable thirst for blood remains.
Blood Thief. Indistinguishable from fog aside from the charnel reek it exudes, a vampiric mist descends on a creature and causes the blood in its body to ooze through the creature's pores or spill out from its eyes, nose, and mouth. This blood wafts out from the victim like crimson smoke, which the mist then consumes. The feeding causes no pain or discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that rains blood droplets wherever it goes.
Attracted to Blood. Like sharks in water, vampiric mists can scent blood from up to a mile away. Any injury, no matter how small, might catch their attention and draw them toward their victims. In battle, a mist focuses its attacks on injured targets, since open wounds are a more ready source of blood.
Undead Nature. A vampiric mist doesn't require air or sleep.
Source: Mordenkainen's Tome of Foes p. 246, Tales from the Yawning Portal p. 247</description>
    <environment>arctic, coastal, forest, grassland, mountain, swamp, underdark, urban</environment>
    </monster>
  <monster>
      <name>Venom Troll</name>
    <size>L</size>
    <type>giant</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>94 (9d10+45)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>20</con>
    <int>7</int>
    <wis>9</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Giant</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The troll has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Poison Splash</name>
      <text>When the troll takes damage of any type but psychic, each creature within 5 feet of the troll takes 9 (2d8) poison damage.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The troll regains 10 hit points at the start of each of its turns. If the troll takes acid or fire damage, this trait doesn't function at the start of the troll's next turn. The troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The troll makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage plus 4 (1d8) poison damage, and the creature is poisoned until the start of the troll's next turn.</text>
      <attack>Bite|+7|1d6+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage plus 4 (1d8) poison damage.</text>
      <attack>Claws|+7|2d6+4</attack>
      </action>
    <action>
        <name>Venom Spray (Recharge 6)</name>
      <text>The troll slices itself with a claw, releasing a spray of poison in a 15-foot cube. The troll takes 7 (2d6) slashing damage (this damage can't be reduced in any way). Each creature in the area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 18 (4d8) poison damage and is poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A poisoned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Venom Spray (Recharge 6)||4d8</attack>
      </action>
    <description>Venom Troll. A troll ravaged by massive doses of poison might mutate into a venom troll. Lingering poison infuses its blood and tissue, and poison leaks from its pores to coat its fangs and claws. These creatures are especially dangerous in close combat, because poison drips off their flesh and sprays out from every wound they receive.
Trolls. Trolls that are nearly obliterated but survive and regenerate from mere scraps of flesh can display bizarre mutations. One of these warped trolls is especially likely to arise if the creature regenerates in the presence of magical emanations, planar energy, disease, or death on a vast scale, or if its body was damaged by elemental forces. These mutated forms can also be produced and shaped by the ritual magic of evil spellcasters.
Source: Mordenkainen's Tome of Foes p. 245</description>
    <environment>forest, swamp, underdark</environment>
    </monster>
  <monster>
      <name>Wastrilith</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>157 (15d10+75)</hp>
    <speed>walk 30 ft., swim 80 ft.</speed>
    <str>19</str>
    <dex>18</dex>
    <con>21</con>
    <int>19</int>
    <wis>12</wis>
    <cha>14</cha>
    <save>Str +9, Con +10</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>13</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The wastrilith can breathe air and water.</text>
      </trait>
    <trait>
        <name>Corrupt Water</name>
      <text>At the start of each of the wastrilith's turns, exposed water within 30 feet of it is befouled. Underwater, this effect lightly obscures the area until a current clears it away. Water in containers remains corrupted until it evaporates.</text>
      <text>A creature that consumes this foul water or swims in it must make a DC 18 Constitution saving throw. On a successful save, the creature is immune to the foul water for 24 hours. On a failed save, the creature takes 14 (4d6) poison damage and is poisoned for 1 minute. At the end of this time, the poisoned creature must repeat the saving throw. On a failure, the creature takes 18 (4d8) poison damage and is poisoned until it finishes a long rest.</text>
      <text>If another demon drinks the foul water as an action, it gains 11 (2d10) temporary hit points.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The wastrilith has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Undertow</name>
      <text>As a bonus action when the wastrilith is underwater, it can cause all water within 60 feet of it to be difficult terrain for other creatures until the start of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The wastrilith uses Grasping Spout and makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 30 (4d12 + 4) piercing damage.</text>
      <attack>Bite|+9|4d12+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. 18 (4d6 + 4) slashing damage.</text>
      <attack>Claws|+9|4d6+4</attack>
      </action>
    <action>
        <name>Grasping Spout</name>
      <text>The wastrilith magically launches a spout of water at one creature it can see within 60 feet of it. The target must make a DC 17 Strength saving throw, and it has disadvantage if it's underwater. On a failed save, it takes 22 (4d8 + 4) acid damage and is pulled up to 60 feet toward the wastrilith. On a successful save, it takes half as much damage and isn't pulled.</text>
      <attack>Grasping Spout||4d8+4</attack>
      </action>
    <description>
The corruption left behind when a wastrilith visits the world can persist for decades. If left unchecked, it can become a bridge to the Abyss.
 — Mordenkainen

Wastrilith. Found in the waters of the Abyss and other bodies of water contaminated by the plane's fell influence, wastriliths establish themselves as lords of the deep and rule their dominions with cruelty.
Despoilers. A wastrilith contaminates the waters around it. Its noxious presence even affects nearby sources of water when the demon travels on land. The corrupted water, which contains a measure of the demon's essence, responds to its commands—perhaps hardening to prevent foes from escaping, or erupting in a surge that drags would-be victims into its reach.
Silent Corrupters. Creatures that ingest water that has been corrupted by a wastrilith risk their very souls. Those who drink the poisonous liquid might wither away until they finally die, or remain alive only to become a thrall of chaos and evil.
To represent this defilement, you can use the optional rule on planar effects in chapter 2 of the Dungeon Master's Guide, causing the poisoned creature to be corrupted.
Source: Mordenkainen's Tome of Foes p. 139</description>
    <environment>coastal, swamp, underdark, underwater</environment>
    </monster>
  <monster>
      <name>Water Elemental Myrmidon</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>18 (plate armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 40 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>8</int>
    <wis>10</wis>
    <cha>10</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Aquan, one language of its creator's choice</languages>
    <cr>7</cr>
    <resist>acid; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>paralyzed, petrified, poisoned, prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Weapons</name>
      <text>The myrmidon's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The myrmidon makes three trident attacks.</text>
      </action>
    <action>
        <name>Trident</name>
      <text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Trident|+7|1d6+4</attack>
      </action>
    <action>
        <name>Freezing Strikes (Recharge 6)</name>
      <text>The myrmidon uses Multiattack. Each attack that hits deals an extra 5 (1d10) cold damage. A target that is hit by one or more of these attacks has its speed reduced by 10 feet until the end of the myrmidon's next turn.</text>
      </action>
    <description>Water Elemental Myrmidon. Elemental myrmidons are elementals conjured and bound by magic into ritually created suits of plate armor. In this form, they possess no recollection of their former existence as free elementals. They exist only to follow the commands of their creators.
Source: Mordenkainen's Tome of Foes p. 203, Locathah Rising, Princes of the Apocalypse p. 213</description>
    <environment></environment>
    </monster>
  <monster>
      <name>White Abishai</name>
    <size>M</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>68 (8d8+32)</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>18</con>
    <int>11</int>
    <wis>12</wis>
    <cha>13</cha>
    <save>Str +6, Con +7</save>
    <skill></skill>
    <passive>11</passive>
    <languages>Draconic, Infernal, telepathy 120 ft.</languages>
    <cr>6</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>cold, fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede the abishai's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The abishai has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The abishai's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the abishai can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The abishai makes two attacks: one with its longsword and one with its claw.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+3</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d10 + 3) slashing damage.</text>
      <attack>Claw|+6|1d10+3</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.</text>
      <attack>Bite|+6|1d4+3</attack>
      </action>
    <reaction>
        <name>Vicious Reprisal</name>
      <text>In response to taking damage, the abishai makes a bite attack against a random creature within 5 feet of it. If no creature is within reach, the abishai moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.</text>
      </reaction>
    <description>White Abishai. Though they are the least of their kind, white abishais fight with a reckless fury, making them ideally suited for bolstering the ranks of Tiamat's armies. White abishais fight without fear, becoming whirlwinds of destruction on the battlefield.
Abishai. Each abishai was once a mortal who somehow won Tiamat's favor before death and, as a reward, found its soul transformed into a hideous devil to serve at her pleasure in the Nine Hells.
Emissaries of Doom. Tiamat deploys abishais as emissaries, sending them to represent her interests in the Hells and across the multiverse. Some have simple tasks, such as delivering a message to cultists or taking charge of worshipers to carry out a sensitive mission. Others have greater responsibilities, such as leading large groups, assassinating targets, and serving in armies. In all cases, abishais are fanatically loyal to Tiamat, ready to lay down their lives if needed.
Outsiders in Hell. Abishais stand outside the normal hierarchy of the Nine Hells, having their own chain of command and ultimately answering to Tiamat (and Asmodeus, when the dark lord chooses to use them). Other archdevils can command abishais to work for them, but most archdevils do so rarely, since it is never clear whether an abishai follows Tiamat's orders or Asmodeus's.
There is inherent risk in countermanding an order given by Tiamat, but interfering with Asmodeus's plans invites certain destruction.

Tiamat is a force of Chaos bound to a place of Law. Are abishai her servants or her jailers?
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 163, Baldur's Gate: Descent Into Avernus</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Winter Eladrin</name>
    <size>M</size>
    <type>fey (elf)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>19 (natural armor)</ac>
    <hp>127 (17d8+51)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>10</dex>
    <con>16</con>
    <int>18</int>
    <wis>17</wis>
    <cha>13</cha>
    <save></save>
    <skill></skill>
    <passive>13</passive>
    <languages>Common, Elvish, Sylvan</languages>
    <cr>10</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Step (Recharge 4-6)</name>
      <text>As a bonus action, the eladrin can teleport up to 30 feet to an unoccupied space it can see.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The eladrin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Sorrowful Presence</name>
      <text>Any non-eladrin creature that starts its turn within 60 feet of the eladrin must make a DC 13 Wisdom saving throw. On a failed save, the creature is charmed for 1 minute. While charmed in this way, the creature has disadvantage on ability checks and saving throws. The charmed creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to any eladrin's Sorrowful Presence for the next 24 hours.</text>
      <text>Whenever the eladrin deals damage to the charmed creature, it can repeat the saving throw, ending the effect on itself on a success.</text>
      </trait>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands.</text>
      <attack>Longsword|+4|1d8</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage.</text>
      <attack>Longbow|+4|1d8</attack>
      </action>
    <reaction>
        <name>Frigid Rebuke</name>
      <text>When the eladrin takes damage from a creature the eladrin can see within 60 feet of it, the eladrin can force that creature to succeed on a DC 16 Constitution saving throw or take 11 (2d10) cold damage.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The eladrin's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: fog cloud, gust of wind</text>
      <text>1/day each: cone of cold, ice storm</text>
      </trait>
    <spells>fog cloud, gust of wind, cone of cold, ice storm</spells>
    <description>
To be not just ruled by emotions, but physically changed by them? Better to have no emotions at all.
 — Mordenkainen

Winter Eladrin. When sorrow distresses eladrin, they enter the winter season, becoming figures of melancholy and bitterness. Frozen tears drop from their cheeks, and their palpable sadness emanates from them as bitter cold.
Eladrin. Eladrin dwell in the verdant splendor of the Feywild. They are related to the elves found on the Material Plane, and resemble them in both their love of beauty and the value they place on personal freedom. But where other elves can temper their wild impulses, eladrin are creatures ruled by emotion—and because of their unique magical nature, they undergo physical changes to match their changes in temperament.
The eladrin have spent centuries in the Feywild, and most of them have become fey creatures as a result. Some of them are still humanoid, similar in that respect to their other elven kin. The eladrin presented here are of the fey variety.
Creatures of Passion. The magic flowing through eladrin responds to their emotional state by transforming them into different seasonal aspects, with behaviors and capabilities that change with their forms. Some eladrin might remain in a particular aspect for years, while others run through the emotional spectrum each week.
Lovers of Beauty. Regardless of the aspect they express, eladrin love beauty and surround themselves with lovely things. Eladrin try to possess any objects they find striking. They might seek to own a painting, a statue, or a glittering jewel. When they encounter people of comely form or luminous spirit, they use their magic to delight those folk or, in the case of evil eladrin, to abduct them.
Changeable Nature. Whenever one of the eladrin presented here finishes a long rest, it can associate itself with a different season, provided it isn't incapacitated. When the eladrin makes this change, it uses the stat block of the new season, rather than its old stat block. Any damage the eladrin sustained in its original form applies to the new form, as do any conditions or other ongoing effects affecting it.
Source: Mordenkainen's Tome of Foes p. 197</description>
    <environment>arctic, forest</environment>
    </monster>
  <monster>
      <name>Yagnoloth</name>
    <size>L</size>
    <type>fiend (yugoloth)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>147 (14d10+70)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>14</dex>
    <con>21</con>
    <int>16</int>
    <wis>15</wis>
    <cha>18</cha>
    <save>Dex +6, Int +7, Wis +6, Cha +8</save>
    <skill>Deception +8, Insight +6, Perception +6, Persuasion +8</skill>
    <passive>16</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr>11</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The yagnoloth has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The yagnoloth's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The yagnoloth makes one massive arm attack and one electrified touch attack, or it makes one massive arm attack and teleports before or after the attack.</text>
      </action>
    <action>
        <name>Electrified Touch</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 27 (6d8) lightning damage.</text>
      <attack>Electrified Touch|+8|6d8</attack>
      </action>
    <action>
        <name>Massive Arm</name>
      <text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 23 (3d12 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Constitution saving throw or is stunned until the end of the yagnoloth's next turn.</text>
      <attack>Massive Arm|+8|3d12+4</attack>
      </action>
    <action>
        <name>Life Leech</name>
      <text>The yagnoloth touches one incapacitated creature within 15 feet of it. The target takes 36 (7d8 + 4) necrotic damage, and the yagnoloth gains temporary hit points equal to half the damage dealt. The target must succeed on a DC 16 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest, and the target dies if its hit point maximum is reduced to 0.</text>
      </action>
    <action>
        <name>Battlefield Cunning (Recharge 4-6)</name>
      <text>Up to two allied yugoloths within 60 feet of the yagnoloth that can hear it can use their reactions to make one melee attack each.</text>
      </action>
    <action>
        <name>Teleport</name>
      <text>The yagnoloth magically teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The yagnoloth's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, detect magic, dispel magic, invisibility (self only), suggestion</text>
      <text>3/day: lightning bolt</text>
      </trait>
    <spells>darkness, detect magic, dispel magic, invisibility, suggestion, lightning bolt</spells>
    <description>
Yagnoloths write contracts as devious as the deals of any devil, but yugoloths don't always hold up their end of the bargain.
 — Mordenkainen

Yagnoloth. Anyone who would contract yugoloths for a task usually ends up dealing with a yagnoloth. Cunning negotiators, these strange fiends handle the writing of contracts for all of their kind. Once a yagnoloth is hired, it communicates its employer's desires to the fiends it commands.
Although they are entrusted with leading lesser yugoloths, yagnoloths ultimately take their orders from arcanaloths and ultroloths. Aside from their superiors, yagnoloths have full authority over and expect obedience from the fiends under their command. A yagnoloth follows the dictates in a contract it negotiated, but it is certain to have included a loophole to escape its obligation if the situation warrants.
A yagnoloth has one arm of human size and one giant-sized arm, and it always covers one or the other with a long cape. During negotiations, the yagnoloth uncovers its human arm and uses it to draft and sign contracts. When a show of force is necessary or when combat is joined, it shifts its cape to reveal its brutally powerful giant appendage.
Yugoloths. Mercenaries that ply their trade throughout the Lower Planes and in other realms, yugoloths have a reputation for effectiveness that is matched only by their desire for ever more wealth. Although yugoloths aren't especially loyal and typically try to exploit every potential loophole in a contract, they undertake any task for which they are hired, no matter how despicable. Yugoloths come in a wide variety of forms, including those described in the Monster Manual and the six creatures presented here.
Source: Mordenkainen's Tome of Foes p. 252</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Yeenoghu</name>
    <size>H</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>20 (natural armor)</ac>
    <hp>333 (23d12+184)</hp>
    <speed>walk 50 ft.</speed>
    <str>29</str>
    <dex>16</dex>
    <con>26</con>
    <int>15</int>
    <wis>24</wis>
    <cha>15</cha>
    <save>Dex +10, Con +15, Wis +14</save>
    <skill>Intimidation +9, Perception +14</skill>
    <passive>24</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>24</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Yeenoghu fails a saving throw, he can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Yeenoghu has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Yeenoghu's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Rampage</name>
      <text>When Yeenoghu reduces a creature to 0 hit points with a melee attack on his turn, Yeenoghu can take a bonus action to move up to half his speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Yeenoghu makes three flail attacks. If an attack hits, he can cause it to create an additional effect of his choice or at random (each effect can be used only once per Multiattack):</text>
      <text>1. The attack deals an extra 13 (2d12) bludgeoning damage.</text>
      <text>2. The target must succeed on a DC 17 Constitution saving throw or be paralyzed until the start of Yeenoghu's next turn.</text>
      <text>3. The target must succeed on a DC 17 Wisdom saving throw or be affected by the confusion spell until the start of Yeenoghu's next turn.</text>
      </action>
    <action>
        <name>Flail</name>
      <text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. 15 (1d12 + 9) bludgeoning damage.</text>
      <attack>Flail|+16|1d12+9</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 14 (1d10 + 9) piercing damage.</text>
      <attack>Bite|+16|1d10+9</attack>
      </action>
    <legendary>
        <text>Yeenoghu can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Yeenoghu regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Charge</name>
      <text>Yeenoghu moves up to his speed.</text>
      </legendary>
    <legendary>
        <name>Swat Away</name>
      <text>Yeenoghu makes a flail attack. If the attack hits, the target must succeed on a DC 24 Strength saving throw or be pushed 15 feet in a straight line away from Yeenoghu. If the saving throw fails by 5 or more, the target falls prone.</text>
      </legendary>
    <legendary>
        <name>Savage (Costs 2 Actions)</name>
      <text>Yeenoghu makes a bite attack against each creature within 10 feet of him.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Yeenoghu can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Yeenoghu causes an iron spike - 5 feet tall and 1 inch in diameter - to burst from the ground at a point he can see within 100 feet of him. Any creature in the space where the spike emerges must make a DC 24 Dexterity saving throw. On a failed save, the creature takes 27 (6d8) piercing damage and is restrained by being impaled on the spike. A creature can use an action to remove itself (or a creature it can reach) from the spike, ending the restrained condition.</text>
      <text>• Each gnoll or hyena that Yeenoghu can see can use its reaction to move up to its speed.</text>
      <text>• Until the next initiative count 20, all gnolls and hyenas within the lair are enraged, causing them to have advantage on melee weapon attack rolls and causing attack rolls to have advantage against them.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Yeenoghu's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Within 1 mile of the lair, large iron spikes grow out of the ground and stone surfaces. Yeenoghu impales the bodies of the slain on these spikes.</text>
      <text>• Predatory beasts within 6 miles of the lair become unusually savage, killing far more than what they need for food. Carcasses of prey are left to rot in an unnatural display of wasteful slaughter.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Yeenoghu table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Yeenoghu dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Yeenoghu</name>
      <text>If a creature goes mad in Yeenoghu's lair or within line of sight of the demon lord, roll on the Madness of Yeenoghu table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Yeenoghu</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "I get caught up in the flow of anger, and try to stoke others around me into forming an angry mob."</text>
      <text>21–40 | "The flesh of other intelligent creatures is delicious!"</text>
      <text>41–60 | "I rail against the laws and customs of civilization, attempting to return to a more primitive time."</text>
      <text>61–80 | "I hunger for the deaths of others, and am constantly starting fights in the hope of seeing bloodshed."</text>
      <text>81–00 | "I keep trophies from the bodies I have slain, turning them into adornments."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Yeenoghu's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic</text>
      <text>1/day: teleport</text>
      <text>3/day each: dispel magic, fear, invisibility</text>
      </trait>
    <spells>detect magic, teleport, dispel magic, fear, invisibility</spells>
    <description>Yeenoghu. The Beast of Butchery appears as a great battle-scarred gnoll, towering 14 feet tall. Yeenoghu is the Gnoll Lord, and his creations are made in his twisted image. When the demon lord hunted across the Material Plane, packs of hyenas followed in his wake. Those that ate of great Yeenoghu's kills became gnolls, emulating their master's ways. Few others worship the Beast of Butchery, but those who do tend to take on a gnoll-like aspect, hunched over, and filing their teeth down to points.
Yeenoghu wants nothing more than slaughter and senseless destruction. The gnolls are his instruments, and he drives them to ever-greater atrocities in his name. Yeenoghu takes pleasure in causing fear before death, and he sows sorrow and despair through destroying beloved things. He doesn't parlay; to meet him is to do battle with him—unless he becomes bored. The Beast of Butchery has a long rivalry with Baphomet, the Horned King, and the two demon lords and their followers attack one another on sight.
The Gnoll Lord is covered in matted fur and taut, leathery hide, his face like a grinning predator's skull. Patchwork armor made of discarded shields and breastplates is lashed onto his body with heavy chains, decorated by the flayed skins of his foes. He wields a triple-headed flail called the Butcher, which he can summon into his hand at will, although he is as likely to tear his prey apart with his bare hands before ripping out its throat with his teeth.
Yeenoghu's Lair
Yeenoghu's lair in the Abyss is called the Death Dells, its barren hills and ravines serving as one great hunting ground, where he pursues captured mortals in a cruel game. Yeenoghu's lair is a place of blood and death, populated by gnoll, hyena, and ghoul, and there are few structures or signs of civilization on his layer of the Abyss.
Source: Mordenkainen's Tome of Foes p. 155, Out of the Abyss p. 247, Baldur's Gate: Descent Into Avernus</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Young Kruthik</name>
    <size>S</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>9 (2d6+2)</hp>
    <speed>walk 30 ft., burrow 10 ft., climb 30 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>13</con>
    <int>4</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Kruthik</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The kruthik has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kruthik has advantage on an attack roll against a creature if at least one of the kruthik's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Tunneler</name>
      <text>The kruthik can burrow through solid rock at half its burrowing speed and leaves a 2 1/2-foot-diameter tunnel in its wake.</text>
      </trait>
    <action>
        <name>Stab</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Stab|+5|1d4+3</attack>
      </action>
    <description>
Imagine a hive of ants the size of horses, but the ants are wearing armor. Then exterminate them.
 — Mordenkainen

Young Kruthik. Kruthiks hatch from eggs laid by female adults. Each egg is about the size of an adult human's head and hatches within a month. Tiny kruthik hatchlings are harmless, rarely stray far from the nest, and feed primarily on offal and one another. Within a month, the survivors become young kruthiks large enough to hunt and defend themselves.
Kruthiks. Kruthiks are chitin-covered reptiles that hunt in packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive. Kruthiks also make use of preexisting underground chambers, incorporating them into their lairs when they can.
Kruthiks communicate with one another through a series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
Sharp Senses. In addition to having an acute sense of smell, kruthiks can see in the dark and can detect vibrations in the earth around them. They take the scent of their own dead as a warning and avoid areas where many other kruthiks have died. Slaying a sufficient number of kruthiks in one area might cause the remaining hive members to move elsewhere.
Sharper Weapons. Although they can feed on carrion, kruthiks prefer live prey. They kill enemies by impaling them on their spiked limbs, then grind up the flesh and bones with mandibles strong enough to chew rock. When several kruthiks gang up on a single foe, they become frenzied and even more lethal.
Shared Lair. Kruthiks abide the presence of constructs, elementals, oozes, and undead, and use such creatures to help guard their hive. Kruthiks are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.

Other creatures that abide in hives serve a purpose in the natural world. Bees pollinate flowers. Termites make earth out of wood. Kruthiks, by contrast, slay societies. Perhaps that function is just as necessary.
 — Mordenkainen

Source: Mordenkainen's Tome of Foes p. 211</description>
    <environment>desert, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Zaratan</name>
    <size>G</size>
    <type>elemental</type>
    <alignment>Neutral</alignment>
    <ac>21 (natural armor)</ac>
    <hp>307 (15d20+150)</hp>
    <speed>walk 40 ft., swim 40 ft.</speed>
    <str>30</str>
    <dex>10</dex>
    <con>30</con>
    <int>2</int>
    <wis>21</wis>
    <cha>18</cha>
    <save>Wis +12, Cha +11</save>
    <skill></skill>
    <passive>15</passive>
    <languages></languages>
    <cr>22</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable>thunder</vulnerable>
    <conditionImmune>exhaustion, paralyzed, petrified, poisoned, stunned</conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Earth-Shaking Movement</name>
      <text>As a bonus action after moving at least 10 feet on the ground, the zaratan can send a shock wave through the ground in a 120-foot-radius circle centered on itself. That area becomes difficult terrain for 1 minute. Each creature on the ground that is concentrating must succeed on a DC 25 Constitution saving throw or the creature's concentration is broken.</text>
      <text>The shock wave deals 100 thunder damage to all structures in contact with the ground in the area. If a creature is near a structure that collapses, the creature might be buried; a creature within half the distance of the structure's height must make a DC 25 Dexterity saving throw. On a failed save, the creature takes 17 (5d6) bludgeoning damage, is knocked prone, and is trapped in the rubble. A trapped creature is restrained, requiring a successful DC 20 Strength (Athletics) check as an action to escape. Another creature within 5 feet of the buried creature can use its action to clear rubble and grant advantage on the check. If three creatures use their actions in this way, the check is an automatic success. On a successful save, the creature takes half as much damage and doesn't fall prone or become trapped.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the zaratan fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The zaratan's weapon attacks are magical.</text>
      </trait>
    <trait>
        <name>Siege Monster</name>
      <text>The elemental deals double damage to objects and structures (included in Earth-Shaking Movement).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The zaratan makes two attacks: one with its bite and one with its stomp.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 28 (4d8 + 10) piercing damage.</text>
      <attack>Bite|+17|4d8+10</attack>
      </action>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. 26 (3d10 + 10) bludgeoning damage.</text>
      <attack>Stomp|+17|3d10+10</attack>
      </action>
    <action>
        <name>Spit Rock</name>
      <text>Ranged Weapon Attack: +17 to hit, range 120/240 ft., one target. 31 (6d8 + 10) bludgeoning damage.</text>
      <attack>Spit Rock|+17|6d8+10</attack>
      </action>
    <action>
        <name>Spew Debris (Recharge 5-6)</name>
      <text>The zaratan exhales rocky debris in a 90-foot cube. Each creature in that area must make a DC 25 Dexterity saving throw. A creature takes 33 (6d10) bludgeoning damage on a failed save, or half as much damage on a successful one. A creature that fails the save by 5 or more is knocked prone.</text>
      <attack>Spew Debris (Recharge 5-6)||6d10</attack>
      </action>
    <legendary>
        <text>The elemental can take 6 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The elemental regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Stomp</name>
      <text>The zaratan makes one stomp attack.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The zaratan moves up to its speed.</text>
      </legendary>
    <legendary>
        <name>Spit (Costs 2 Actions)</name>
      <text>The zaratan uses Spit Rock.</text>
      </legendary>
    <legendary>
        <name>Retract (Costs 2 Actions)</name>
      <text>The zaratan retracts into its shell. Until it takes its Emerge action, it has resistance to all damage, and it is restrained. The next time it takes a legendary action, it must take its Revitalize or Emerge action.</text>
      </legendary>
    <legendary>
        <name>Revitalize (Costs 2 Actions)</name>
      <text>The zaratan can use this option only if it is retracted in its shell. It regains 52 (5d20) hit points. The next time it takes a legendary action, it must take its Emerge action.</text>
      </legendary>
    <legendary>
        <name>Emerge (Costs 2 Actions)</name>
      <text>The zaratan emerges from its shell and uses Spit Rock. It can use this option only if it is retracted in its shell.</text>
      </legendary>
    <description>Zaratan. When a zaratan is summoned from the Elemental Plane of Earth, the ground rises up to take the shape of what looks like a hulking, armored reptile, its shell composed of the landscape from which it arose.
The zaratan plods across the land, each step sending shock waves through the ground severe enough to unsettle structures. Dim-witted, the zaratan lurches onward, expressing its rage through its trumpeting calls and the occasional boulder or blast of debris it spews from its cavernous maw. If seriously injured, the zaratan slowly retracts its appendages to gain shelter beneath its impervious shell, biding its time until it recovers and can resume its march.
Elder Elementals. On their native planes, elementals sweep across the weird and tempestuous landscape. Some possess greater power, gained by feeding on their lesser kin and adding the essence of creatures they have devoured to their own until they become something extraordinary. When summoned, these elder elementals manifest as beings of apocalyptic capability, entities whose mere existence promises destruction.
Deadly When Summoned. The methods for summoning elder elementals remain hidden in forbidden tomes or inscribed on the walls of lost temples raised to honor the Elder Elemental Eye. Only casters of superlative skill have even the faintest chance of calling forth one of these monsters, and the spellcaster is often destroyed by the effort. Thus, only the most unhinged and nihilistic members of Elemental Evil cults attempt such a summoning, in the hope of hastening the world toward some cataclysmic end.
Elemental Nature. An elder elemental doesn't require air, food, drink, or sleep.
Source: Mordenkainen's Tome of Foes p. 201</description>
    <environment>desert, forest, grassland, hill, mountain, underdark</environment>
    </monster>
  <monster>
      <name>Zariel</name>
    <size>L</size>
    <type>fiend (devil)</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (natural armor)</ac>
    <hp>580 (40d10+360)</hp>
    <speed>walk 50 ft., fly 150 ft.</speed>
    <str>27</str>
    <dex>24</dex>
    <con>28</con>
    <int>26</int>
    <wis>27</wis>
    <cha>30</cha>
    <save>Int +16, Wis +16, Cha +18</save>
    <skill>Intimidation +18, Perception +16</skill>
    <passive>26</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>26</cr>
    <resist>cold, fire, radiant; bludgeoning, piercing, slashing from nonmagical attacks that aren't silvered</resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Devil's Sight</name>
      <text>Magical darkness doesn't impede Zariel's darkvision.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Zariel's weapon attacks are magical. When she hits with any weapon, the weapon deals an extra 36 (8d8) fire damage (included in the weapon attacks below).</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Zariel fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Zariel has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>Zariel regains 20 hit points at the start of her turn. If she takes radiant damage, this trait doesn't function at the start of her next turn. Zariel dies only if she starts her turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Zariel attacks twice with her longsword or with her javelins. She can substitute Horrid Touch for one of these attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. 17 (2d8 + 8) slashing damage plus 36 (8d8) fire damage, or 19 (2d10 + 8) slashing damage plus 36 (8d8) fire damage if used with two hands.</text>
      <attack>Longsword|+16|2d8+8</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +16 to hit, reach 10 ft. or range 30/120 ft., one target. 15 (2d6 + 8) piercing damage plus 36 (8d8) fire damage.</text>
      <attack>Javelin|+16|2d6+8</attack>
      </action>
    <action>
        <name>Horrid Touch (Recharge 5-6)</name>
      <text>Zariel touches one creature within 10 feet of her. The target must succeed on a DC 26 Constitution saving throw or take 44 (8d10) necrotic damage and be poisoned for 1 minute. While poisoned in this way, the target is also blinded and deafened. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Horrid Touch (Recharge 5-6)||8d10</attack>
      </action>
    <action>
        <name>Teleport</name>
      <text>Zariel magically teleports, along with any equipment she is wearing and carrying, up to 120 feet to an unoccupied space she can see.</text>
      </action>
    <legendary>
        <text>Zariel can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zariel regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Immolating Gaze (Costs 2 Actions)</name>
      <text>Zariel turns her magical gaze toward one creature she can see within 120 feet of her and commands it to combust. The target must succeed on a DC 26 Wisdom saving throw or take 22 (4d10) fire damage.</text>
      </legendary>
    <legendary>
        <name>Teleport</name>
      <text>Zariel uses her Teleport action.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), Zariel can take a lair action to cause one of the following effects; she can't use the same effect two rounds in a row:</text>
      <text>• Zariel casts major image four times at its lowest level, targeting different areas with the spell. Zariel prefers to create images of intruders' loved ones being burned alive. Zariel doesn't need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions must succeed on a DC 26 Wisdom saving throw or become frightened of the illusion for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>• Zariel casts her innate fireball spell.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Zariel's lair is warped by her magic, which creates one or more of the following effects:</text>
      <text>• The area within 9 miles of the lair is filled with screaming voices and the stench of burning meat.</text>
      <text>• Once every 60 feet within 1 mile of the lair, 10-foot-high gouts of flame rise from the ground. Any creature or object that touches the flame takes 7 (2d6) fire damage, though it can take this damage no more than once per round.</text>
      <text>• The area within 2 miles, but no closer than 500 feet, of the lair is filled with smoke, which causes the area to be heavily obscured. The smoke can't be cleared away.</text>
      <text>If Zariel dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Zariel's innate spellcasting ability is Charisma (spell save DC 26). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: alter self (can become Medium when changing her appearance), detect evil and good, fireball, invisibility (self only), wall of fire</text>
      <text>3/day each: blade barrier, dispel evil and good, finger of death</text>
      </trait>
    <spells>alter self, detect evil and good, fireball, invisibility, wall of fire, blade barrier, dispel evil and good, finger of death</spells>
    <description>
Do not pity the fallen angel. Fallen angels survive the fall. How many other souls did Zariel bring down with her?
 — Mordenkainen

Zariel. Zariel rules Avernus, the first layer of the Nine Hells. Once a mighty angel charged with watching the tides of the Blood War, she succumbed to the plane's corrupting influence and fell from grace. She recently reclaimed her position as archdevil of Avernus after the cautious Bel proved inadequate at marshaling his forces to launch offensives against the encroaching demons. Now Bel advises her and helps her manage the war, though many whisper that her true agenda is vengeance against Asmodeus, and her true plan is to drive him from the Nine Hells.
All who enter and exit the Nine Hells must pass through Avernus, so the infernal armies muster on this layer. Here, the amnizus guard the citadels overlooking the River Styx, much of the fighting of the Blood War takes place, and devils gather to invade the Abyss. Anyone hoping to reach the lower layers must first contend with the darkness of this layer and the myriad threats it houses. Zariel manages it all and has the ultimate say over who comes and goes.
Given her role in the Blood War, Zariel is keenly interested in collecting souls from the greatest warriors on the Material Plane and securing their loyalty. She bargains hard, and mortals end up worse for dealing with her, because she holds all the cards. A bargain with Zariel is eternal; there is little hope of wriggling out of it.
However, she does expect the best from her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel's servants are universally effective, disciplined, and dangerous.
Zariel's Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and moans coming from the burned victims chained to the stronghold's wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by walls reinforced with high turrets. Devils of all kinds crawl over the structure, ensuring that no intruders breach their defenses.
Source: Mordenkainen's Tome of Foes p. 180</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Zuggtmoy</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (natural armor)</ac>
    <hp>304 (32d10+128)</hp>
    <speed>walk 30 ft.</speed>
    <str>22</str>
    <dex>15</dex>
    <con>18</con>
    <int>20</int>
    <wis>19</wis>
    <cha>24</cha>
    <save>Dex +9, Con +11, Wis +11</save>
    <skill>Perception +11</skill>
    <passive>21</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>23</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If Zuggtmoy fails a saving throw, she can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>Zuggtmoy has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>Zuggtmoy's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>Zuggtmoy makes three pseudopod attacks.</text>
      </action>
    <action>
        <name>Pseudopod</name>
      <text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. 15 (2d8 + 6) bludgeoning damage plus 9 (2d8) poison damage.</text>
      <attack>Pseudopod|+13|2d8+6</attack>
      </action>
    <action>
        <name>Infestation Spores (3/Day)</name>
      <text>Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Any flesh-and-blood creature in the cloud when it appears, or that enters it later, must make a DC 19 Constitution saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the spores of Zuggtmoy and also gains a random form of madness (determined by rolling on the Madness of Zuggtmoy table) that lasts until the creature is cured of the disease or dies. While infected in this way, the creature can't be reinfected, and it must repeat the saving throw at the end of every 24 hours, ending the infection on a success. On a failure, the infected creature's body is slowly taken over by fungal growth, and after three such failed saves, the creature dies and is reanimated as a spore servant if it's a type of creature that can be (see the "Myconids" entry in the Monster Manual).</text>
      </action>
    <action>
        <name>Mind Control Spores (Recharge 5-6)</name>
      <text>Zuggtmoy releases spores that burst out in a cloud that fills a 20-foot-radius sphere centered on her, and it lingers for 1 minute. Humanoids and beasts in the cloud when it appears, or that enter it later, must make a DC 19 Wisdom saving throw. On a successful save, the creature can't be infected by these spores for 24 hours. On a failed save, the creature is infected with a disease called the influence of Zuggtmoy for 24 hours. While infected in this way, the creature is charmed by her and can't be reinfected by these spores.</text>
      </action>
    <reaction>
        <name>Protective Thrall</name>
      <text>When Zuggtmoy is hit by an attack, one creature within 5 feet of Zuggtmoy that is charmed by her must use its reaction to be hit by the attack instead.</text>
      </reaction>
    <legendary>
        <text>Zuggtmoy can take 2 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Zuggtmoy regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Attack</name>
      <text>Zuggtmoy makes one pseudopod attack.</text>
      </legendary>
    <legendary>
        <name>Exert Will</name>
      <text>One creature charmed by Zuggtmoy that she can see must use its reaction to move up to its speed as she directs or to make a weapon attack against a target that she designates.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On Initiative count 20 (losing initiative ties), Zuggtmoy can take a lair action to cause one of the following effects: he can't use the same effect two rounds in a row:</text>
      <text>• Zuggtmoy causes four gas spore or violet fungus to appear in unoccupied spaces that she chooses within the lair. They vanish after 1 hour.</text>
      <text>• Up to four plant creatures that are friendly to Zuggtmoy and that Zuggtmoy can see can use their reactions to move up to their speed and make one weapon attack.</text>
      <text>• Zuggtmoy uses either her Infestation Spores or her Mind Control Spores, centered on a mushroom or other fungus within her lair, instead of on herself.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing Zuggtmoy's lair is warped by his magic, creating one or more of the following effects:</text>
      <text>• Molds and fungi grow on surfaces within 6 miles of the lair, even where they would normally find no purchase.</text>
      <text>• Plant life within 1 mile of the lair becomes infested with parasitic fungi, slowly mutating as it is overwhelmed.</text>
      <text>• If a humanoid spends at least 1 hour within 1 mile of the lair, that creature must succeed on a DC 17 Wisdom saving throw or descend into a madness determined by the Madness of Zuggtmoy table. A creature that succeeds on this saving throw can't be affected by this regional effect again for 24 hours.</text>
      <text>If Zuggtmoy dies, these effects fade over the course of 1d10 days.</text>
      <name>Regional Effect: Madness of Zuggtmoy</name>
      <text>If a creature goes mad in Zuggtmoy's lair or within line of sight of the demon lord, roll on the Madness of Zuggtmoy table to determine the nature of the madness, which is a character flaw that lasts until cured. See the Dungeon Master's Guide for more on madness.</text>
      <text>Madness of Zuggtmoy</text>
      <text>d100 | Flaw (lasts until cured)</text>
      <text>01–20 | "I see visions in the world around me that others do not."</text>
      <text>21–40 | "I periodically slip into a catatonic state, staring off into the distance for long stretches at a time."</text>
      <text>41–60 | "I see an altered version of reality, with my mind convincing itself that things are true even in the face of overwhelming evidence to the contrary."</text>
      <text>61–80 | "My mind is slipping away, and my intelligence seems to wax and wane."</text>
      <text>81–00 | "I am constantly scratching at unseen fungal infections."</text>
      <text></text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>Zuggtmoy's spellcasting ability is Charisma (spell save DC 22). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, locate animals or plants, ray of sickness</text>
      <text>3/day each: dispel magic, ensnaring strike, entangle, plant growth</text>
      <text>1/day each: etherealness, teleport</text>
      </trait>
    <spells>detect magic, locate animals or plants, ray of sickness, dispel magic, ensnaring strike, entangle, plant growth, etherealness, teleport</spells>
    <description>Zuggtmoy. The Demon Queen of Fungi, Lady of Rot and Decay, Zuggtmoy is an alien creature whose only desire is to infect the living with spores, transforming them into her mindless servants and, eventually, into decomposing hosts for the mushrooms, molds, and other fungi that she spawns.
Utterly inhuman, Zuggtmoy can mold her fungoid form into an approximation of a humanoid shape, including the skeletal-thin figure depicted in grimoires and ancient art, draped and veiled in mycelia and lichen. Indeed, much of her appearance and manner, and that of her servants, is a soulless mockery of mortal life and its many facets.
Zuggtmoy's cultists often follow her unwittingly. Most are fungi—infected to some degree, whether through inhaling her mind-controlling spores or being transformed to the point where flesh and fungus become one. Such cultists are fungal extensions of the Demon Queen's will.
Their devotion might begin with the seemingly harmless promises offered by exotic spores and mushrooms, but quickly consumes them, body and soul.
Zuggtmoy's Lair
Zuggtmoy's principal lair is her palace on Shedaklah. It consists of two dozen mushrooms of pale yellow and rancid brown. These massive fungi are some of the largest in existence. They are surrounded by a field of acidic puffballs and poisonous vapors. The mushrooms themselves are all interconnected by bridges of shelf-fungi, and countless chambers have been hollowed out from within their rubbery, fibrous stalks.
Source: Mordenkainen's Tome of Foes p. 157, Out of the Abyss p. 249</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Aberrant Spirit</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>40</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>15</con>
    <int>16</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Deep Speech, understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>40 + 10 for each spell level above 4th</text>
      </trait>
    <trait>
        <name>Regeneration (Slaadi Only)</name>
      <text>The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.</text>
      </trait>
    <trait>
        <name>Whispering Aura (Star Spawn Only)</name>
      <text>At the start of each of the aberration's turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The aberration makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Eye Ray (Beholderkin Only)</name>
      <text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
      </action>
    <action>
        <name>Claws (Slaadi Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level slashing damage. If the target is a creature, it can't regain hit points until the start of the aberration's next turn.</text>
      </action>
    <action>
        <name>Psychic Slam (Star Spawn Only)</name>
      <text>Melee Spell Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level psychic damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Adult Red Dracolich</name>
    <size>H</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>19 (natural armor)</ac>
    <hp>256 (19d12+133)</hp>
    <speed>walk 40 ft., climb 40 ft., fly 80 ft.</speed>
    <str>27</str>
    <dex>10</dex>
    <con>25</con>
    <int>16</int>
    <wis>13</wis>
    <cha>21</cha>
    <save>Dex +6, Con +13, Wis +7, Cha +11</save>
    <skill>Perception +13, Stealth +6</skill>
    <passive>23</passive>
    <languages>Common, Draconic</languages>
    <cr>17</cr>
    <resist>necrotic</resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, paralyzed, poisoned, exhaustion</conditionImmune>
    <senses>blindsight 60 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the dracolich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The dracolich has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The dracolich can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. 19 (2d10 + 8) piercing damage plus 7 (2d6) fire damage.</text>
      <attack>Bite|+14|2d10+8</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +14 to hit, reach 5 ft., one target. 15 (2d6 + 8) slashing damage.</text>
      <attack>Claw|+14|2d6+8</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 17 (2d8 + 8) bludgeoning damage.</text>
      <attack>Tail|+14|2d8+8</attack>
      </action>
    <action>
        <name>Frightful Presence</name>
      <text>Each creature of the dracolich's choice that is within 120 feet of the dracolich and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dracolich's Frightful Presence for the next 24 hours.</text>
      </action>
    <action>
        <name>Fire Breath (Recharge 5-6)</name>
      <text>The dracolich exhales fire in a 60-foot cone. Each creature in that area must make a DC 21 Dexterity saving throw, taking 63 (18d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Fire Breath (Recharge 5-6)||18d6</attack>
      </action>
    <legendary>
        <text>The undead can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The dracolich makes a Wisdom (Perception) check.</text>
      </legendary>
    <legendary>
        <name>Tail Attack</name>
      <text>The dracolich makes a tail attack.</text>
      </legendary>
    <legendary>
        <name>Wing Attack (Costs 2 Actions)</name>
      <text>The dracolich beats its wings. Each creature within 10 feet of the dracolich must succeed on a DC 22 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dracolich can then fly up to half its flying speed.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can't use the same effect two rounds in a row:</text>
      <text>• Magma erupts from a point on the ground the dragon can see within 120 feet of it, creating a 20-foot-high, 5-foot-radius geyser. Each creature in the geyser's area must make a DC 15 Dexterity saving throw, taking 21 (6d6) fire damage on a failed save, or half as much damage on a successful one.</text>
      <text>• A tremor shakes the lair in a 60-foot radius around the dragon. Each creature other than the dragon on the ground in that area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
      <text>• Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The sphere spreads a round corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its turn. While poisoned in this way, a creature is incapacitated.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a legendary red dragon's lair is warped by the dragon's magic, which creates one or more of the following effects:</text>
      <text>• Small earthquakes are common within 6 miles of the dragon's lair.</text>
      <text>• Water sources within 1 mile of the lair are supernaturally warm and tainted by sulfur.</text>
      <text>• Rocky fissures within 1 mile of the dragon's lair form portals to the Elemental Plane of Fire, allowing creatures of elemental fire into the world to dwell nearby.</text>
      <text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
      </legendary>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Beast of the Land</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>5</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>15</con>
    <int>8</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
      </trait>
    <trait>
        <name>Charge</name>
      <text>If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC or be knocked prone.</text>
      </trait>
    <trait>
        <name>Primal Bond</name>
      <text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
      </trait>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 2 slashing damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Beast of the Sea</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>5</hp>
    <speed>walk 5 ft., swim 60 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>15</con>
    <int>8</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>5 + five times your ranger level (the beast has a number of Hit Dice [d8s] equal to your ranger level)</text>
      </trait>
    <trait>
        <name>Amphibious</name>
      <text>The beast can breathe both air and water.</text>
      </trait>
    <trait>
        <name>Primal Bond</name>
      <text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
      </trait>
    <action>
        <name>Binding Strike</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 2 + PB piercing damage or 1d6 + 2 + PB bludgeoning damage (your choice), and the target is grappled (escape DC equal to your spellcasting save DC). Until this grapple ends, the beast can't use this attack on another target.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Beast of the Sky</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Neutral</alignment>
    <ac>0</ac>
    <hp>4</hp>
    <speed>walk 10 ft., fly 60 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>13</con>
    <int>8</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>4 + four times your ranger level (the beast has a number of Hit Dice [d6s] equal to your ranger level)</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Primal Bond</name>
      <text>You can add your proficiency bonus to any ability check or saving throw that the beast makes.</text>
      </trait>
    <action>
        <name>Shred</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d4 + 3 + PB slashing damage</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Bestial Spirit</name>
    <size>S</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>20</hp>
    <speed>walk 30 ft., climb 30 ft., fly 60 ft., swim 30 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>14</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>20 + 5 for each spell level above 2nd</text>
      </trait>
    <trait>
        <name>Water Breathing (Water Only)</name>
      <text>The beast can breathe only underwater.</text>
      </trait>
    <trait>
        <name>Flyby (Air Only)</name>
      <text>The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
      </trait>
    <trait>
        <name>Pack Tactics (Land and Water Only)</name>
      <text>The beast has advantage on an attack roll against a creature if at least one of the beast's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The beast makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level piercing damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Celestial Spirit</name>
    <size>L</size>
    <type>celestial</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>40</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>16</con>
    <int>10</int>
    <wis>14</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>Celestial, understands the languages you speak</languages>
    <cr></cr>
    <resist>radiant</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>40 + 10 for each spell level above 5th</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The celestial makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Radiant Bow (Avenger Only)</name>
      <text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 150/600 ft., one target. 2d6 + 2 + the spell's level radiant damage.</text>
      </action>
    <action>
        <name>Radiant Mace (Defender Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 3 + the spell's level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.</text>
      </action>
    <action>
        <name>Healing Touch (1/Day)</name>
      <text>The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spell's level.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Construct Spirit</name>
    <size>M</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>40</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>18</con>
    <int>14</int>
    <wis>11</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>40 + 15 for each spell level above 3rd</text>
      </trait>
    <trait>
        <name>Heated Body (Metal Only)</name>
      <text>A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.</text>
      </trait>
    <trait>
        <name>Stony Lethargy (Stone Only)</name>
      <text>When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target can't use reactions and its speed is halved until the start of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The construct makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 4 + the spell's level bludgeoning damage.</text>
      </action>
    <reaction>
        <name>Berserk Lashing (Clay Only)</name>
      <text>When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.</text>
      </reaction>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Dancing Item</name>
    <size>L</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>10</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>poison, psychic</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, poisoned, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>10 + five times your bard level</text>
      </trait>
    <trait>
        <name>Immutable Form</name>
      <text>The item is immune to any spell or effect that would alter its form.</text>
      </trait>
    <trait>
        <name>Irrepressible Dance</name>
      <text>When any creature starts its turn within 10 feet of the item, the item can increase or decrease (your choice) the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.</text>
      </trait>
    <action>
        <name>Force-Empowered Slam</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target you can see. 1d10 + PB force damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Elemental Spirit</name>
    <size>M</size>
    <type>elemental</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>50</hp>
    <speed>walk 40 ft., fly 40 ft., burrow 40 ft., swim 40 ft.</speed>
    <str>18</str>
    <dex>15</dex>
    <con>17</con>
    <int>4</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Primordial, understands the languages you speak</languages>
    <cr></cr>
    <resist>lightning, thunder (air only), piercing; piercing, slashing (earth only); acid (water only)</resist>
    <immune>poison; fire (fire only)</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>50 + 10 for each spell level above 4th</text>
      </trait>
    <trait>
        <name>Amorphous Form (Air, Fire, and Water Only)</name>
      <text>The elemental can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The elemental makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d10 + 4 + the spell's level bludgeoning damage</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fey Spirit</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>30</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>14</con>
    <int>14</int>
    <wis>11</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Sylvan, understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>30 + 10 for each spell level above 3rd</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fey makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Fiendish Spirit</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>50</hp>
    <speed>walk 40 ft., climb 40 ft., fly 60 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>15</con>
    <int>10</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Abyssal, Infernal, telepathy 60 ft.</languages>
    <cr></cr>
    <resist>fire</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>50 + 15 for each spell level above 6th</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The fiend has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Death Throes (Demon Only)</name>
      <text>When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + this spell's level fire damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Devil's Sight (Devil Only)</name>
      <text>Magical darkness doesn't impede the fiend's darkvision.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The fiend makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Bite (Demon Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level necrotic damage.</text>
      </action>
    <action>
        <name>Claws (Yugoloth Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d8 + 3 + the spell's level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.</text>
      </action>
    <action>
        <name>Hurl Flame (Devil Only)</name>
      <text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d6 + 3 + the spell's level fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Juvenile Mimic</name>
    <size>T</size>
    <type>monstrosity (shapechanger)</type>
    <alignment>Unaligned</alignment>
    <ac>11</ac>
    <hp>7 (2d4+2)</hp>
    <speed>walk 10 ft., climb 10 ft.</speed>
    <str>1</str>
    <dex>12</dex>
    <con>13</con>
    <int>10</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill>Stealth +3</skill>
    <passive>11</passive>
    <languages>Common, Undercommon, telepathy 120 ft.</languages>
    <cr></cr>
    <resist></resist>
    <immune>acid</immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance (Object Form Only)</name>
      <text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The mimic can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 1 piercing damage plus 2 (1d4) acid damage.</text>
      <attack>Bite|+3|1d4</attack>
      </action>
    <action>
        <name>Shape-Shift</name>
      <text>The mimic polymorphs into an object or back into its true, amorphous 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.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Mighty Servant of Leuk-o</name>
    <size>H</size>
    <type>construct</type>
    <alignment>Unaligned</alignment>
    <ac>22 (natural armor)</ac>
    <hp>310 (27d12+135)</hp>
    <speed>walk 60 ft.</speed>
    <str>30</str>
    <dex>14</dex>
    <con>20</con>
    <int>1</int>
    <wis>14</wis>
    <cha>10</cha>
    <save>Wis +9, Cha +7</save>
    <skill>Perception +9</skill>
    <passive>19</passive>
    <languages>understands the languages of creatures attuned to it but can't speak</languages>
    <cr></cr>
    <resist>piercing, slashing</resist>
    <immune>acid, bludgeoning, cold, fire, lightning, necrotic, poison, psychic, radiant</immune>
    <vulnerable></vulnerable>
    <conditionImmune>blinded, charmed, deafened, frightened, grappled, incapacitated, paralyzed, petrified, poisoned, restrained, stunned</conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Immutable Existence</name>
      <text>The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The servant has advantage on saving throws against spells and other magical effects, and spell attacks made against it have disadvantage.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The servant regains 10 hit points at the start of its turn. If it is reduced to 0 hit points, this trait doesn't function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The servant's long jump is up to 50 feet and its high jump is up to 25 feet, with or without a running start.</text>
      </trait>
    <trait>
        <name>Unusual Nature</name>
      <text>The servant doesn't require air, food, drink, or sleep.</text>
      </trait>
    <action>
        <name>Destructive Fist</name>
      <text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. 36 (4d12 + 10) force damage. Or Ranged Weapon Attack: +17 to hit, range 120 ft., one target. 36 (4d12 + 10) force damage. If the target is an object, it takes triple damage. If the target is an object, it takes triple damage.</text>
      <attack>Destructive Fist|+17|4d12+10</attack>
      <attack>Destructive Fist|+17|4d12+10</attack>
      </action>
    <action>
        <name>Crushing Leap</name>
      <text>If the servant jumps at least 25 feet as part of its movement, it can then use this action to land on its feet in a space that contains one or more other creatures. Each of those creatures is pushed to an unoccupied space within 5 feet of the servant and must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 26 (4d12) bludgeoning damage and is knocked prone. On a successful save, a creature takes half as much damage and isn't knocked prone.</text>
      <attack>Crushing Leap||4d12</attack>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Reflection</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>16 (3d8+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>13</con>
    <int>6</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>necrotic, poison</immune>
    <vulnerable>radiant</vulnerable>
    <conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amorphous</name>
      <text>The reflection can move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the reflection can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.</text>
      </trait>
    <trait>
        <name>Sunlight Weakness</name>
      <text>While in sunlight, the reflection has disadvantage on attack rolls, ability checks, and saving throws.</text>
      </trait>
    <action>
        <name>Strength Drain</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.</text>
      <attack>Strength Drain|+4|2d6+2</attack>
      <text>If a non-evil humanoid dies from this attack, a new reflection rises from the corpse 1d4 hours later.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Shadow Spirit</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>35</hp>
    <speed>walk 40 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>15</con>
    <int>4</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist>necrotic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>35 + 15 for each spell level above 3rd</text>
      </trait>
    <trait>
        <name>Terror Frenzy (Fury Only)</name>
      <text>The spirit has advantage on attack rolls against frightened creatures.</text>
      </trait>
    <trait>
        <name>Weight of Sorrow (Despair Only)</name>
      <text>Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creature's next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Chilling Rend</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d12 + 3 + the spell's level cold damage.</text>
      </action>
    <action>
        <name>Dreadful Scream (1/Day)</name>
      <text>The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Undead Spirit</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Unaligned</alignment>
    <ac>0</ac>
    <hp>30</hp>
    <speed>walk 30 ft., fly 40 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>15</con>
    <int>4</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>necrotic, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>30 + 10 for each spell level above 3rd</text>
      </trait>
    <trait>
        <name>Incorporeal Passage (Ghostly Only)</name>
      <text>The spirit can move through other creatures and objects as if they were difficult terrain. If it ends its turn inside an object, it is shunted to the nearest unoccupied space and takes 1d10 force damage for every 5 feet traveled.</text>
      </trait>
    <trait>
        <name>Festering Aura (Putrid Only)</name>
      <text>Any creature, other than you, that starts its turn within 5 feet of the spirit must succeed on a Constitution saving throw against your spell save DC or be poisoned until the start of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The spirit makes a number of attacks equal to half this spell's level (rounded down).</text>
      </action>
    <action>
        <name>Deathly Touch (Ghostly Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one creature. 1d8 + 3 + the spell's level necrotic damage, and the creature must succeed on a Wisdom saving throw against your spell save DC or be frightened of the undead until the end of the target's next turn.</text>
      </action>
    <action>
        <name>Grave Bolt (Skeletal Only)</name>
      <text>Ranged Spell Attack: {@hitYourSpellAttack} to hit, range 150 ft., one target. 2d4 + 3 + the spell's level necrotic damage.</text>
      </action>
    <action>
        <name>Rotting Claw (Putrid Only)</name>
      <text>Melee Weapon Attack: {@hitYourSpellAttack} to hit, reach 5 ft., one target. 1d6 + 3 + the spell's level slashing damage. If the target is poisoned, it must succeed on a Constitution saving throw against your spell save DC be paralyzed until the end of its next turn.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Wildfire Spirit</name>
    <size>S</size>
    <type>elemental</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>5</hp>
    <speed>walk 30 ft., fly 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>14</con>
    <int>13</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages>understands the languages you speak</languages>
    <cr></cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, prone, restrained</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hit Points</name>
      <text>5 + five times your druid level</text>
      </trait>
    <trait>
        <name>Appearance</name>
      <text>Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a DC Player Dexterity saving throw or take 2d6 fire damage.</text>
      </trait>
    <action>
        <name>Dodge</name>
      <text>On its turn, unless otherwise commanded, the Spirit takes the dodge action.</text>
      </action>
    <action>
        <name>Flame Seed</name>
      <text>Ranged Weapon Attack: {@hitYourSpellAttack} to hit, range 60 ft., one target you can see. 1d6 + PB fire damage.</text>
      </action>
    <action>
        <name>Fiery Teleportation</name>
      <text>The spirit and each willing creature of your choice within 5 feet of it teleport up to 15 feet to unoccupied spaces you can see. Then each creature within 5 feet of the space that the spirit left must succeed on a Dexterity saving throw against your spell save DC or take 1d6 + PB fire damage.</text>
      </action>
    <description>
Source: Tasha's Cauldron of Everything</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Abjurer</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>84 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>14</con>
    <int>18</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +8, Wis +5</save>
    <skill>Arcana +8, History +8</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Arcane Ward</name>
      <text>The abjurer has a magical ward that has 30 hit points. Whenever the abjurer takes damage, the ward takes the damage instead. If the ward is reduced to 0 hit points, the abjurer takes any remaining damage. When the abjurer casts an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+3|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The abjurer is a 13th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The abjurer has the following wizard spells prepared:</text>
      <text>Cantrips (at will): blade ward, dancing lights, mending, message, ray of frost</text>
      <text>• 1st level (4 slots): alarm*, mage armor, magic missile, shield*</text>
      <text>• 2nd level (3 slots): arcane lock*, invisibility</text>
      <text>• 3rd level (3 slots): counterspell*, dispel magic*, fireball</text>
      <text>• 4th level (3 slots): banishment*, stoneskin*</text>
      <text>• 5th level (2 slots): cone of cold, wall of force</text>
      <text>• 6th level (1 slots): flesh to stone, globe of invulnerability*</text>
      <text>• 7th level (1 slots): symbol*, teleport</text>
      <text>*Abjuration spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1</slots>
    <spells>blade ward, dancing lights, mending, message, ray of frost, alarm, mage armor, magic missile, shield, arcane lock, invisibility, counterspell, dispel magic, fireball, banishment, stoneskin, cone of cold, wall of force, flesh to stone, globe of invulnerability, symbol, teleport</spells>
    <description>Abjurers are specialist wizards who feel secure when warded by layers of magical power. Kings, nobles, and other wealthy individuals commonly hire abjurers to cast protective spells on their homes and vaults.
Source: Volo's Guide to Monsters p. 209</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Alhoon</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>15 (natural armor)</ac>
    <hp>120 (16d8+48)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>16</con>
    <int>19</int>
    <wis>17</wis>
    <cha>17</cha>
    <save>Con +7, Int +8, Wis +7, Cha +7</save>
    <skill>Arcana +8, Deception +7, History +8, Insight +7, Perception +7, Stealth +5</skill>
    <passive>17</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>10</cr>
    <resist>cold, lightning, necrotic</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The alhoon has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The alhoon has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <action>
        <name>Chilling Grasp</name>
      <text>Melee Spell Attack: +8 to hit, reach 5 ft., one target. 10 (3d6) cold damage.</text>
      <attack>Chilling Grasp|+8|3d6</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The alhoon magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 16 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The alhoon's innate spellcasting ability is Intelligence (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: dominate monster, plane shift (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The alhoon is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 16, +8 to hit with spell attacks). The alhoon has the following wizard spells prepared:</text>
      <text>Cantrips (at will): chill touch, dancing lights, mage hand, prestidigitation, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, disguise self, magic missile, shield</text>
      <text>• 2nd level (3 slots): invisibility, mirror image, scorching ray</text>
      <text>• 3rd level (3 slots): counterspell, fly, lightning bolt</text>
      <text>• 4th level (3 slots): confusion, Evard's black tentacles, phantasmal killer</text>
      <text>• 5th level (2 slots): modify memory, wall of force</text>
      <text>• 6th level (1 slots): disintegrate, globe of invulnerability</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>detect thoughts, levitate, dominate monster, plane shift, chill touch, dancing lights, mage hand, prestidigitation, shocking grasp, detect magic, disguise self, magic missile, shield, invisibility, mirror image, scorching ray, counterspell, fly, lightning bolt, confusion, Evard's black tentacles, phantasmal killer, modify memory, wall of force, disintegrate, globe of invulnerability</spells>
    <description>Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Arcane Temptation.  Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.
For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.
Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.
The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.
Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder.
In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.
Existential Fear.  Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.
Dreadful Deliverance.  Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
A Psionic Secret.  Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Precarious Immortality.  Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.
Source: Volo's Guide to Monsters p. 172</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Annis Hag</name>
    <size>L</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 40 ft.</speed>
    <str>21</str>
    <dex>12</dex>
    <con>14</con>
    <int>13</int>
    <wis>14</wis>
    <cha>15</cha>
    <save>Con +5</save>
    <skill>Deception +5, Perception +5</skill>
    <passive>15</passive>
    <languages>Common, Giant, Sylvan</languages>
    <cr>6</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The annis makes three attacks: one with her bite and two with her claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) piercing damage.</text>
      <attack>Bite|+8|3d6+5</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 15 (3d6 + 5) slashing damage.</text>
      <attack>Claw|+8|3d6+5</attack>
      </action>
    <action>
        <name>Crushing Hug</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 36 (9d6 + 5) bludgeoning damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until the grapple ends, the target takes 36 (9d6 + 5) bludgeoning damage at the start of each of the hag's turns. The hag can't make attacks while grappling a creature in this way.</text>
      <attack>Crushing Hug|+8|9d6+5</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hag's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells:</text>
      <text>3/day each: disguise self (including the form of a Medium humanoid), fog cloud</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Death Coven</name>
      <text>For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): false life, inflict wounds</text>
      <text>• 2nd level (3 slots): gentle repose, ray of enfeeblement</text>
      <text>• 3rd level (3 slots): animate dead, revivify, speak with dead</text>
      <text>• 4th level (3 slots): blight, death ward</text>
      <text>• 5th level (2 slots): contagion, raise dead</text>
      <text>• 6th level (1 slots): circle of death</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Nature Coven</name>
      <text>For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): entangle, speak with animals</text>
      <text>• 2nd level (3 slots): flaming sphere, moonbeam, spike growth</text>
      <text>• 3rd level (3 slots): call lightning, plant growth</text>
      <text>• 4th level (3 slots): dominate beast, grasping vine</text>
      <text>• 5th level (2 slots): insect plague, tree stride</text>
      <text>• 6th level (1 slots): wall of thorns</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Prophecy Coven</name>
      <text>For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): bane, bless</text>
      <text>• 2nd level (3 slots): augury, detect thoughts</text>
      <text>• 3rd level (3 slots): clairvoyance, dispel magic, nondetection</text>
      <text>• 4th level (3 slots): arcane eye, locate creature</text>
      <text>• 5th level (2 slots): geas, legend lore</text>
      <text>• 6th level (1 slots): true seeing</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>disguise self, fog cloud, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite, false life, inflict wounds, gentle repose, ray of enfeeblement, animate dead, revivify, speak with dead, blight, death ward, contagion, raise dead, circle of death, entangle, speak with animals, flaming sphere, moonbeam, spike growth, call lightning, plant growth, dominate beast, grasping vine, insect plague, tree stride, wall of thorns, bane, bless, augury, detect thoughts, clairvoyance, dispel magic, nondetection, arcane eye, locate creature, geas, legend lore, true seeing</spells>
    <description>Annis hags lair in mountains or hills. Despite being hunchbacked and hump-shouldered, they are the largest and most physically imposing of their kind, standing eight feet tall.
Tormenting the Weak.  Although annis hags can easily tear a grown man apart, they love hunting children, preferring their flesh above all others. They use the flayed skin of such victims to make supple leather, and a hag's lair often shows the signs of this industry.
Annis hags leave tokens of their cruelty at the edges of forests and other areas they claim. In this way, they provoke fear and paranoia in nearby villages and settlements. To an annis hag, nothing is sweeter than turning a vibrant community into a place paralyzed with terror, where folk never venture out at night, strangers are met with suspicion and anger, and parents warn their children to "be good, or the annis will get you."
Child Corrupter.  When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote place, and gives it an iron token that it can use to confide in her. Over time, "Granny" convinces the child that it's okay to have bad thoughts and do bad deeds-starting with breaking things or wandering outside without permission, then graduating to pushing someone down the stairs or setting a house on fire. Sooner or later, the child's family and community become terrified of the "bad seed" and must face the awful decision of whether the child should be punished or exiled.
Tribe Mother.  Much in the way that they befriend children in order to corrupt them, annis hags have a tendency for adopting a group of ogres, trolls, or other loutish creatures, ruling them through brute strength, verbal abuse, and superstition.
Covens.  An annis hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 8 (3,900 XP).
Iron Token. An annis hag can pull out one of her iron teeth or nails and spend 1 minute shaping and polishing it into the form of a coin, a ring, or a tiny mirror. Thereafter, any creature that holds this iron token can have a whispered conversation with the hag, provided the creature and the hag are on the same plane of existence and within 10 miles of each other. The holder of the token can hear only the hag's voice, not those of any other creatures or any ambient noise around the hag. Similarly, the hag can hear the holder of the token and not the noise around it.
A hag can have up to three iron tokens active at one time. As an action, she can discern the direction and approximate distance to all of her active tokens. She can instantaneously deactivate any of her tokens at any distance (no action required), whereupon the token retains its current form but loses its magical properties.
Source: Volo's Guide to Monsters p. 159, Mythic Odysseys of Theros</description>
    <environment>mountain, hill</environment>
    </monster>
  <monster>
      <name>Apprentice Wizard</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>10</ac>
    <hp>9 (2d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>10</dex>
    <con>10</con>
    <int>14</int>
    <wis>10</wis>
    <cha>11</cha>
    <save></save>
    <skill>Arcana +4, History +4</skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. 2 (1d4) piercing damage.</text>
      <attack>Dagger|+2|1d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The apprentice is a 1st-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, mending, prestidigitation</text>
      <text>• 1st level (2 slots): burning hands, disguise self, shield</text>
      </trait>
    <slots>2</slots>
    <spells>fire bolt, mending, prestidigitation, burning hands, disguise self, shield</spells>
    <description>Apprentices are novice arcane spellcasters who serve more experienced wizards or attend school. They perform menial work such as cooking and cleaning in exchange for education in the ways of magic.
Source: Volo's Guide to Monsters p. 209, Waterdeep: Dragon Heist, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Archdruid</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (hide armor, shield)</ac>
    <hp>132 (24d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>12</int>
    <wis>20</wis>
    <cha>11</cha>
    <save>Int +5, Wis +9</save>
    <skill>Medicine +9, Nature +5, Perception +9</skill>
    <passive>19</passive>
    <languages>Druidic plus any two languages</languages>
    <cr>12</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+6|1d6+2</attack>
      </action>
    <action>
        <name>Change Shape (2/Day)</name>
      <text>The archdruid magically polymorphs into a beast or elemental with a challenge rating of 6 or less, and can remain in this form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the new form. The archdruid reverts to its true form if it dies or falls unconscious. The archdruid can revert to its true form using a bonus action on its turn.</text>
      <text>While in a new form, the archdruid retains its game statistics and ability to speak, but its AC, movement modes, Strength, and Dexterity are replaced by those of the new form, and it gains any special senses, proficiencies, traits, actions, and reactions (except class features, legendary actions, and lair actions) that the new form has but that it lacks. It can cast its spells with verbal or somatic components in its new form.</text>
      <text>The new form's attacks count as magical for the purpose of overcoming resistances and immunity to nonmagical attacks.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The archdruid is an 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following druid spells prepared:</text>
      <text>Cantrips (at will): druidcraft, mending, poison spray, produce flame</text>
      <text>• 1st level (4 slots): cure wounds, entangle, faerie fire, speak with animals</text>
      <text>• 2nd level (3 slots): animal messenger, beast sense, hold person</text>
      <text>• 3rd level (3 slots): conjure animals, meld into stone, water breathing</text>
      <text>• 4th level (3 slots): dominate beast, locate creature, stoneskin, wall of fire</text>
      <text>• 5th level (3 slots): commune with nature, mass cure wounds, tree stride</text>
      <text>• 6th level (1 slots): heal, heroes' feast, sunbeam</text>
      <text>• 7th level (1 slots): fire storm</text>
      <text>• 8th level (1 slots): animal shapes</text>
      <text>• 9th level (1 slots): foresight</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>druidcraft, mending, poison spray, produce flame, cure wounds, entangle, faerie fire, speak with animals, animal messenger, beast sense, hold person, conjure animals, meld into stone, water breathing, dominate beast, locate creature, stoneskin, wall of fire, commune with nature, mass cure wounds, tree stride, heal, heroes' feast, sunbeam, fire storm, animal shapes, foresight</spells>
    <description>Archdruids watch over the natural wonders of their domains. They seldom interact with civilized folk unless there is a great threat to the natural order. An archdruid typically has one or more pupils who are druids (see the Monster Manual for statistics), and the archdruid's lair is usually guarded by loyal beasts and fey creatures.
Source: Volo's Guide to Monsters p. 210, Waterdeep: Dungeon of the Mad Mage, Ghosts of Saltmarsh, Mythic Odysseys of Theros</description>
    <environment>forest, mountain, swamp</environment>
    </monster>
  <monster>
      <name>Archer</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (studded leather armor)</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>18</dex>
    <con>16</con>
    <int>11</int>
    <wis>13</wis>
    <cha>10</cha>
    <save></save>
    <skill>Acrobatics +6, Perception +5</skill>
    <passive>15</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Archer's Eye (3/Day)</name>
      <text>As a bonus action, the archer can add 1d10 to its next attack or damage roll with a longbow or shortbow.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The archer makes two attacks with its longbow.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Shortsword|+6|1d6+4</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Longbow|+6|1d8+4</attack>
      </action>
    <description>Archers defend castles, hunt wild game on the fringes of civilization, serve as artillery in military units, and occasionally make good coin as brigands or caravan guards.
Source: Volo's Guide to Monsters p. 210, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Mythic Odysseys of Theros</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Aurochs</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>38 (4d10+16)</hp>
    <speed>walk 50 ft.</speed>
    <str>20</str>
    <dex>10</dex>
    <con>19</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the aurochs moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 9 (2d8) piercing damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.</text>
      <attack>Gore|+7|2d8+5</attack>
      </action>
    <description>Bahgtru, son of Gruumsh and Luthic, is the orc deity of unbridled strength. Legend says Bahgtru needed a mount as fierce as him for making war, so he sought a mighty aurochs, subjugated the creature with his bare hands, and hauled it to Nishrek, Gruumsh's realm. Bahgtru named the beast Kazaht, or "Bull" in Orc. On Kazaht's bare back, Bahgtru charges into battle, ramming into an enemy host and leaping over the aurochs's horns to land in the midst of his foes.
Orcs that revere Bahgtru might tend a stable of war bulls that carry them into combat. Trained to be fierce mounts from a young age, aurochs are sacred symbols of Bahgtru. No orc will eat such creatures, which are treated as honored warriors when they perish.
Source: Volo's Guide to Monsters p. 207</description>
    <environment>mountain, grassland, hill</environment>
    </monster>
  <monster>
      <name>Babau</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>82 (11d8+33)</hp>
    <speed>walk 40 ft.</speed>
    <str>19</str>
    <dex>16</dex>
    <con>16</con>
    <int>11</int>
    <wis>12</wis>
    <cha>13</cha>
    <save></save>
    <skill>Perception +5, Stealth +5</skill>
    <passive>15</passive>
    <languages>Abyssal</languages>
    <cr>4</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The babau makes two melee attacks. It can also use Weakening Gaze before or after making these attacks.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage.</text>
      <attack>Claw|+6|1d8+4</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage when used with two hands to make a melee attack.</text>
      <attack>Spear|+6|1d6+4</attack>
      </action>
    <action>
        <name>Weakening Gaze</name>
      <text>The babau targets one creature that it can see within 20 feet of it. The target must make a DC 13 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The babau's innate spellcasting ability is Wisdom (spell save DC 11). The babau can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness, dispel magic, fear, heat metal, levitate</text>
      </trait>
    <spells>darkness, dispel magic, fear, heat metal, levitate</spells>
    <description>Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.
Babau. Demons and devils clash endlessly for control of the Lower Planes. One of these battles pitted the legions of the archdevil Glasya against the screaming hordes of the demon lord Graz'zt. It is said that Glasya wounded Graz'zt with her sword, and the first babaus arose where his blood struck the ground. Their sudden appearance helped rout Glasya and secured Graz'zt's place as one of the preeminent demon lords of the Abyss.
A babau demon possesses the cunning of a devil and the bloodthirstiness of a demon. It has leathery black skin pulled tight over its gaunt frame, and a curved horn protruding from the back of its elongated skull. A babau's baleful glare can weaken a creature.
Source: Volo's Guide to Monsters p. 136</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Banderhobb</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>20</con>
    <int>11</int>
    <wis>14</wis>
    <cha>8</cha>
    <save></save>
    <skill>Athletics +8, Stealth +7</skill>
    <passive>12</passive>
    <languages>Common and the languages of its creator but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Resonant Connection</name>
      <text>If the banderhobb has even a tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the banderhobb.</text>
      </trait>
    <trait>
        <name>Shadow Stealth</name>
      <text>While in dim light or darkness, the banderhobb can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 22 (5d6 + 5) piercing damage, and the target is grappled (escape DC 15) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the banderhobb can't use its bite attack or tongue attack on another target.</text>
      <attack>Bite|+8|5d6+5</attack>
      </action>
    <action>
        <name>Tongue</name>
      <text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. 10 (3d6) necrotic damage, and the target must make a DC 15 Strength saving throw. On a failed save, the target is pulled to a space within 5 feet of the banderhobb, which can use a bonus action to make a bite attack against the target.</text>
      <attack>Tongue|+8|3d6</attack>
      </action>
    <action>
        <name>Swallow</name>
      <text>The banderhobb makes a bite attack against a Medium or smaller creature it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the banderhobb and it takes 10 (3d6) necrotic damage at the start of each of the banderhobb's turns. A creature reduced to 0 hit points in this way stops taking necrotic damage and becomes stable.</text>
      <text>The banderhobb can have only one target swallowed at a time. While the banderhobb isn't incapacitated, it can regurgitate the creature at any time (no action required) in a space within 5 feet of it. The creature exits prone. If the banderhobb dies, it likewise regurgitates a swallowed creature.</text>
      </action>
    <action>
        <name>Shadow Step</name>
      <text>The banderhobb magically teleports up to 30 feet to an unoccupied space of dim light or darkness that it can see. Before or after teleporting, it can make a bite or tongue attack.</text>
      </action>
    <description>A banderhobb is a hybrid of shadow and flesh. Through dark magic, these components take on an enormous and vile humanoid shape, resembling a bipedal toad. In this form, a banderhobb temporarily serves its creator as a thug, a thief, and a kidnapper.
Birthed by Hags.  In the earliest days of the world, a coven of night hags devised a ritual that led to the creation of the first banderhobb. A hag that knows the ritual might be willing to teach it for the right price. Some other dark fey and powerful fiends also know of the process, as do a few mortal mages. Instructions might also be found in a tome devoted to debased wizardry.
A banderhobb fulfills its duties until its existence ends. When it expires, usually several days after its birth, it leaves behind only tarry goo and wisps of shadow. Legends tell of a dark tower in the Shadowfell where the shadows sometimes reform, and banderhobbs roam.
Silent and Deadly.  When the ritual to create a banderhobb is complete, flesh, spirit, and shadow combine to produce a creature as big as an ogre. The newly formed monstrosity has spindly limbs that belie great strength. Its broad maw holds a long tongue and rows of fangs, both of which it uses to grab and swallow a creature or perhaps an object the banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn't capable of speech, but it can understand orders given to it by its creator and communicates with nearby banderhobbs in a psychic manner.
Agents of Evil.  During its brief existence, a banderhobb attempts to carry out the bidding of the one who birthed it. It accomplishes its mission with no concern for the harm it suffers or creates. Its only desire is to serve and succeed. A banderhobb that is assigned to track down a target is particularly dangerous when it is provided with a lock of hair, a personal belonging, or other object connected to the target. Possession of such an item allows it to sense the creature's location from as far as a mile away.
Source: Volo's Guide to Monsters p. 122</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Bard</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>15 (chain shirt)</ac>
    <hp>44 (8d8+8)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>13</wis>
    <cha>14</cha>
    <save>Dex +4, Wis +3</save>
    <skill>Acrobatics +4, Perception +5, Performance +6</skill>
    <passive>15</passive>
    <languages>any two languages</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Song of Rest</name>
      <text>The bard can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d6 hit points if it spends any Hit Dice to regain hit points at the end of that rest. The bard can confer this benefit on itself as well.</text>
      </trait>
    <trait>
        <name>Taunt (2/Day)</name>
      <text>The bard can use a bonus action on its turn to target one creature within 30 feet of it. If the target can hear the bard, the target must succeed on a DC 12 Charisma saving throw or have disadvantage on ability checks, attack rolls, and saving throws until the start of the bard's next turn.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The bard is a 4th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following bard spells prepared:</text>
      <text>Cantrips (at will): friends, mage hand, vicious mockery</text>
      <text>• 1st level (4 slots): charm person, healing word, heroism, sleep, thunderwave</text>
      <text>• 2nd level (3 slots): invisibility, shatter</text>
      </trait>
    <slots>4, 3</slots>
    <spells>friends, mage hand, vicious mockery, charm person, healing word, heroism, sleep, thunderwave, invisibility, shatter</spells>
    <description>Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries, and wealthy patrons.
Source: Volo's Guide to Monsters p. 211, Waterdeep: Dragon Heist, Ghosts of Saltmarsh, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Barghest</name>
    <size>L</size>
    <type>fiend (shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>90 (12d10+24)</hp>
    <speed>walk 60 ft.</speed>
    <str>19</str>
    <dex>15</dex>
    <con>14</con>
    <int>13</int>
    <wis>12</wis>
    <cha>14</cha>
    <save></save>
    <skill>Deception +4, Intimidation +4, Perception +5, Stealth +4</skill>
    <passive>15</passive>
    <languages>Abyssal, Common, Goblin, Infernal, telepathy 60 ft.</languages>
    <cr>4</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>acid, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The barghest can use its action to polymorph into a Small goblin or back into its true form. Other than its size and speed, its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. The barghest reverts to its true form if it dies.</text>
      </trait>
    <trait>
        <name>Fire Banishment</name>
      <text>When the barghest starts its turn engulfed in flames that are at least 10 feet high or wide, it must succeed on a DC 15 Charisma saving throw or be instantly banished to Gehenna. Instantaneous bursts of flame (such as a red dragon's breath or a fireball spell) don't have this effect on the barghest.</text>
      </trait>
    <trait>
        <name>Keen Smell</name>
      <text>The barghest has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Soul Feeding</name>
      <text>A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.</text>
      <text>While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 13 (2d8 + 4) piercing damage.</text>
      <attack>Bite|+6|2d8+4</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage.</text>
      <attack>Claws|+6|1d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The barghest's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: levitate, minor illusion, pass without trace</text>
      <text>1/day each: charm person, dimension door, suggestion</text>
      </trait>
    <spells>levitate, minor illusion, pass without trace, charm person, dimension door, suggestion</spells>
    <description>Long ago, Maglubiyet, master of the goblinoid gods, bargained with the General of Gehenna for aid. The General provided yugoloths that died to serve the cause of the goblin god. Yet when the time came to honor his part of the compact, Maglubiyet reneged on the deal. As an act of vengeance, the General of Gehenna created the soul-devouring barghests to devour goblinoid souls and deprive Maglubiyet of troops for his army in the afterlife.
Consumers of Souls. A barghest is born to goblin parents just as normal offspring are. The creature emerges in the form of a goblin, then develops the ability to assume its true form: that of a large, fiendish canine.
The mission of every barghest, implanted in it by the General of Gehenna, is to consume seventeen goblinoid souls by devouring the bodies of those it kills. Souls consumed in this way are prevented from joining Maglubiyet's forces in Acheron. Why seventeen? Because the oaths Maglubiyet broke in his compact with the General totaled seventeen.
A barghest hungers for the day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn't kill goblinoids indiscriminately. By devouring the souls of goblinoid leaders and other powerful individuals, rather than lowly goblins, a barghest earns elevated status in the afterlife. Barghests typically keep their true nature secret, preying upon a goblin or two when the opportunity arises, until they reach adult age and are old and strong enough to seek out stronger prey. When goblins discover that a barghest is among them, they react with groveling obeisance, each member of the tribe eager to show the barghest that it isn't worthy of being devoured.
Banished by Fire. A barghest avoids contact with large, open fires. Any conflagration larger than its body acts as a gateway to Gehenna and banishes the fiend to that plane, where it is likely to be slain or enslaved by a yugoloth for its failure.
Soul Feeding. A barghest can feed on the corpse of a humanoid that it killed that has been dead for less than 10 minutes, devouring both flesh and soul in doing so. This feeding takes at least 1 minute, and it destroys the victim's body. The victim's soul is trapped in the barghest for 24 hours, after which time it is digested. If the barghest dies before the soul is digested, the soul is released.
While a humanoid's soul is trapped in a barghest, any form of revival that could work has only a 50 percent chance of doing so, freeing the soul from the barghest if it is successful. Once a creature's soul is digested, however, no mortal magic can return that humanoid to life.
Source: Volo's Guide to Monsters p. 123, Tales from the Yawning Portal</description>
    <environment>underdark, mountain, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Bheur Hag</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>91 (14d8+28)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>16</dex>
    <con>14</con>
    <int>12</int>
    <wis>13</wis>
    <cha>16</cha>
    <save>Wis +4</save>
    <skill>Nature +4, Perception +4, Stealth +6, Survival +4</skill>
    <passive>14</passive>
    <languages>Auran, Common, Giant</languages>
    <cr>7</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Graystaff Magic</name>
      <text>The hag carries a graystaff, a length of gray wood that is a focus for her inner power. She can ride the staff as if it were a broom of flying. While holding the staff, she can cast additional spells with her Innate Spellcasting trait (these spells are marked with an asterisk). If the staff is lost or destroyed, the hag must craft another, which takes a year and a day. Only a bheur hag can use a graystaff.</text>
      </trait>
    <trait>
        <name>Ice Walk</name>
      <text>The hag can move across and climb icy surfaces without needing to make an ability check. Additionally, difficult terrain composed of ice or snow doesn't cost her extra moment.</text>
      </trait>
    <trait>
        <name>Hag Coven</name>
      <text>When hags must work together, they form covens, in spite of their selfish natures. A coven is made up of hags of any type, all of whom are equals within the group. However, each of the hags continues to desire more personal power.</text>
      <text>A coven consists of three hags so that any arguments between two hags can be settled by the third. If more than three hags ever come together, as might happen if two covens come into conflict, the result is usually chaos.</text>
      </trait>
    <trait>
        <name>Hag Eye (Coven Only)</name>
      <text>A hag coven can craft a magic item called a hag eye, which is made from a real eye coated in varnish and often fitted to a pendant or other wearable item. The hag eye is usually entrusted to a minion for safekeeping and transport. A hag in the coven can take an action to see what the hag eye sees if the hag eye is on the same plane of existence. A hag eye has AC 10, 1 hit point, and darkvision with a radius of 60 feet. If it is destroyed, each coven member takes 3d10 psychic damage and is blinded for 24 hours.</text>
      <text>A hag coven can have only one hag eye at a time, and creating a new one requires all three members of the coven to perform a ritual. The ritual takes 1 hour, and the hags can't perform it while blinded. During the ritual, if the hags take any action other than performing the ritual, they must start over.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 10 (2d8 + 1) bludgeoning damage plus 3 (1d6) cold damage.</text>
      <attack>Slam|+4|2d8+1</attack>
      </action>
    <action>
        <name>Maddening Feast</name>
      <text>The hag feasts on the corpse of one enemy within 5 feet of her that died within the past minute. Each creature of the hag's choice that is within 60 feet of her and able to see her must succeed on a DC 15 Wisdom saving throw or be frightened of her for 1 minute. While frightened in this way, a creature is incapacitated, can't understand what others say, can't read, and speaks only in gibberish; the DM controls the creature's movement, which is erratic. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the hag's Maddening Feast for the next 24 hours.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The hag's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
      <text>At will: hold person*, ray of frost</text>
      <text>3/day each: cone of cold*, ice storm*, wall of ice*</text>
      <text>1/day each: control weather</text>
      </trait>
    <trait>
        <name>Shared Spellcasting (Coven Only)</name>
      <text>While all three members of a hag coven are within 30 feet of one another, they can each cast the following spells from the wizard's spell list but must share the spell slots among themselves:</text>
      <text>• 1st level (4 slots): identify, ray of sickness</text>
      <text>• 2nd level (3 slots): hold person, locate object</text>
      <text>• 3rd level (3 slots): bestow curse, counterspell, lightning bolt</text>
      <text>• 4th level (3 slots): phantasmal killer, polymorph</text>
      <text>• 5th level (2 slots): contact other plane, scrying</text>
      <text>• 6th level (1 slots): eyebite</text>
      <text>For casting these spells, each hag is a 12th-level spellcaster that uses Intelligence as her spellcasting ability. The spell save DC is 12 + the hag's Intelligence modifier, and the spell attack bonus is 4 + the hag's Intelligence modifier.</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Death Coven</name>
      <text>For a death coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): false life, inflict wounds</text>
      <text>• 2nd level (3 slots): gentle repose, ray of enfeeblement</text>
      <text>• 3rd level (3 slots): animate dead, revivify, speak with dead</text>
      <text>• 4th level (3 slots): blight, death ward</text>
      <text>• 5th level (2 slots): contagion, raise dead</text>
      <text>• 6th level (1 slots): circle of death</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Nature Coven</name>
      <text>For a nature coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): entangle, speak with animals</text>
      <text>• 2nd level (3 slots): flaming sphere, moonbeam, spike growth</text>
      <text>• 3rd level (3 slots): call lightning, plant growth</text>
      <text>• 4th level (3 slots): dominate beast, grasping vine</text>
      <text>• 5th level (2 slots): insect plague, tree stride</text>
      <text>• 6th level (1 slots): wall of thorns</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <trait>
        <name>Variant: Prophecy Coven</name>
      <text>For a prophecy coven, replace the spell list of the hags' Shared Spellcasting trait with the following spells:</text>
      <text>• 1st level (4 slots): bane, bless</text>
      <text>• 2nd level (3 slots): augury, detect thoughts</text>
      <text>• 3rd level (3 slots): clairvoyance, dispel magic, nondetection</text>
      <text>• 4th level (3 slots): arcane eye, locate creature</text>
      <text>• 5th level (2 slots): geas, legend lore</text>
      <text>• 6th level (1 slots): true seeing</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>hold person, ray of frost, cone of cold, ice storm, wall of ice, control weather, identify, ray of sickness, hold person, locate object, bestow curse, counterspell, lightning bolt, phantasmal killer, polymorph, contact other plane, scrying, eyebite, false life, inflict wounds, gentle repose, ray of enfeeblement, animate dead, revivify, speak with dead, blight, death ward, contagion, raise dead, circle of death, entangle, speak with animals, flaming sphere, moonbeam, spike growth, call lightning, plant growth, dominate beast, grasping vine, insect plague, tree stride, wall of thorns, bane, bless, augury, detect thoughts, clairvoyance, dispel magic, nondetection, arcane eye, locate creature, geas, legend lore, true seeing</spells>
    <description>Bheur hags live in wintry lands, favoring snow-covered mountains. They become more active during winter, using their ice and weather magic to make life miserable for nearby settlements.
A bheur hag's skin is blue-white, like that of a person who has frozen to death. Her hair is pale white, and she is emaciated, as if she were a person who had survived winter by eating bark and leather. Her eyes are pale and surrounded by dark, bruise-colored flesh. A bheur carries a twisted gray wooden staff, which she can ride like a flying broom and augments her magical powers.
Cold Hearts.  Bheur hags are attracted to selfish actions justified by deadly cold, such as murdering a traveler for a winter coat, chopping down a dryad's grove for firewood, and so on. These actions are especially sweet to a bheur if they are unwarranted, such as a greedy merchant hoarding more food for the winter than he could possibly eat while others starve. Bheurs love to seed such ideas and thoughts in mortals. They use their ability to manipulate weather to batter villages with snow and freezing cold, hoping to instill despair that turns the villagers against each other.
A bheur hag loves watching unprepared people suffer and die for their mistakes during the winter. She is delighted when mortals make petty, pathetic attempts to survive, such as eating boots and leather scraps when no real food is to be found.
Awful to Behold.  When a bheur hag is fully in the throes of combat and has recently slain one of her foes, she often forgoes a direct attack on her remaining enemies and instead takes a moment to feed on the corpse, dismembering it and tearing meat from bone. The sight of this savagery is enough to render witnesses temporarily insane.
Covens.  A bheur hag that is part of a coven (see the "Hag Covens" sidebar in the Monster Manual) has a challenge rating of 9 (5,000 XP).
Source: Volo's Guide to Monsters p. 160</description>
    <environment>arctic</environment>
    </monster>
  <monster>
      <name>Black Guard Drake</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>understands Draconic but can't speak it</languages>
    <cr>2</cr>
    <resist>acid</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The guard drake can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drake attacks twice, once with its bite and once with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Tail|+5|1d6+3</attack>
      </action>
    <description>A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.
Gifts from Dragons.  The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.
Eager to Learn.  A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.
Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.
Black Guard Drake.  A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake.  A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake.  A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake.  A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake.  A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Source: Volo's Guide to Monsters p. 158</description>
    <environment>swamp, urban</environment>
    </monster>
  <monster>
      <name>Blackguard</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Good Alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>153 (18d8+72)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>11</dex>
    <con>18</con>
    <int>11</int>
    <wis>14</wis>
    <cha>15</cha>
    <save>Wis +5, Cha +5</save>
    <skill>Athletics +7, Deception +5, Intimidation +5</skill>
    <passive>12</passive>
    <languages>any one language (usually Common)</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The blackguard makes three attacks with its glaive or its shortbow.</text>
      </action>
    <action>
        <name>Glaive</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 9 (1d10 + 4) slashing damage.</text>
      <attack>Glaive|+7|1d10+4</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +3 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+3|1d6+2</attack>
      </action>
    <action>
        <name>Dreadful Aspect (Recharges after a Short or Long Rest)</name>
      <text>The blackguard exudes magical menace. Each enemy within 30 feet of the blackguard must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If a frightened target ends its turn more than 30 feet away from the blackguard, the target can repeat the saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The blackguard is a 10th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It has the following paladin spells prepared:</text>
      <text>• 1st level (4 slots): command, protection from evil and good, thunderous smite</text>
      <text>• 2nd level (3 slots): branding smite, find steed</text>
      <text>• 3rd level (2 slots): blinding smite, dispel magic</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>command, protection from evil and good, thunderous smite, branding smite, find steed, blinding smite, dispel magic</spells>
    <description>Blackguards are paladins who broke their sacred oaths and now indulge their own dark ambitions. They consort with fiends and undead, and they reject all goodly things from their former lives.
Source: Volo's Guide to Monsters p. 211, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Blue Guard Drake</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., burrow 20 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>understands Draconic but can't speak it</languages>
    <cr>2</cr>
    <resist>lightning</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The drake attacks twice, once with its bite and once with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Tail|+5|1d6+3</attack>
      </action>
    <description>A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.
Gifts from Dragons.  The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.
Eager to Learn.  A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.
Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.
Black Guard Drake.  A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake.  A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake.  A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake.  A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake.  A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Source: Volo's Guide to Monsters p. 158</description>
    <environment>desert, urban</environment>
    </monster>
  <monster>
      <name>Bodak</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>16</dex>
    <con>15</con>
    <int>7</int>
    <wis>12</wis>
    <cha>12</cha>
    <save></save>
    <skill>Perception +4, Stealth +6</skill>
    <passive>14</passive>
    <languages>Abyssal, the languages it knew in life</languages>
    <cr>6</cr>
    <resist>cold, fire, necrotic; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Aura of Annihilation</name>
      <text>The bodak can activate or deactivate this feature as a bonus action. While active, the aura deals 5 necrotic damage to any creature that ends its turn within 30 feet of the bodak. Undead and fiends ignore this effect.</text>
      </trait>
    <trait>
        <name>Death Gaze</name>
      <text>When a creature that can see the bodak's eyes starts its turn within 30 feet of the bodak, the bodak can force it to make a DC 13 Constitution saving throw if the bodak isn't incapacitated and can see the creature. If the saving throw fails by 5 or more, the creature is reduced to 0 hit points, unless it is immune to the frightened condition. Otherwise, a creature takes 16 (3d10) psychic damage on a failed save.</text>
      <text>Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it has disadvantage on attack rolls against the bodak until the start of its next turn. If the creature looks at the bodak in the meantime, it must immediately make the saving throw.</text>
      </trait>
    <trait>
        <name>Sunlight Hypersensitivity</name>
      <text>The bodak takes 5 radiant damage when it starts its turn in sunlight. While in sunlight, it has disadvantage on attack rolls and ability checks.</text>
      </trait>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage plus 9 (2d8) necrotic damage.</text>
      <attack>Fist|+5|1d4+2</attack>
      </action>
    <action>
        <name>Withering Gaze</name>
      <text>One creature that the bodak can see within 60 feet of it must make a DC 13 Constitution saving throw, taking 22 (4d10) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Withering Gaze||4d10</attack>
      </action>
    <description>A bodak is the undead remains of someone who revered Orcus. Devoid of life and soul, it exists only to cause death.
Marked by Orcus.  A worshiper of Orcus can take ritual vows while carving the demon lord's symbol on its chest over the heart. Orcus's power flays body, mind, and soul, leaving behind a sentient husk that sucks in all life energy near it. Most bodaks come into being in this way, then unleashed to spread death in Orcus's name.
Orcus created the first bodaks in the Abyss from seven devotees, called the Hierophants of Annihilation. These figures, as mighty as balors, have free will but serve the Prince of Undeath directly. Any one of these bodaks can turn a slain mortal into a bodak with its gaze. Like each Hierophant of Annihilation, every bodak bears the mark of Orcus as a chest wound, an opening where a mortal humanoid's heart would be.
Orcus can recall anything a bodak sees or hears. If he so chooses, he can speak through a bodak to address his enemies and followers directly. Bodaks are extensions of Orcus's will outside the Abyss, serving the demon prince's aims and other minions.
Even nature despises bodaks. The sun burns away a bodak's tainted flesh. The creature's gaze lays waste to the living. Anyone a bodak slays with its gaze withers, its face frozen in a mask of terror. The monster's mere presence is so unnatural that it chills the soul. Animals untrained for war instinctively flee just before a bodak arrives.
Unhallowed Fragments.  A bodak retains vague impressions of its past life. It seeks out both its former allies and its former enemies to destroy them, as its warped soul seeks to erase anything connected to its former life. Minions of Orcus are the one exception to this compulsion; a bodak recognizes them as kindred souls and spares them from its wrath. Anyone who knew the individual before its transformation into a bodak can recognize mannerisms or other subtle clues to its original identity.
Ravaged Soul. The soul of a creature that becomes a bodak is so damaged that it is unfit for most forms of magical resurrection. Only a wish spell or similar magic can return a bodak to its former life.
Undead Nature.  A bodak doesn't require air, food, drink, or sleep.
Source: Volo's Guide to Monsters p. 127, Tomb of Annihilation, Ghosts of Saltmarsh</description>
    <environment>underdark, swamp, urban</environment>
    </monster>
  <monster>
      <name>Boggle</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14</ac>
    <hp>18 (4d6+4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>8</str>
    <dex>18</dex>
    <con>13</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Sleight of hand +6, Stealth +6</skill>
    <passive>13</passive>
    <languages>Sylvan</languages>
    <cr>1/8</cr>
    <resist>fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Boggle Oil</name>
      <text>The boggle excretes nonflammable oil from its pores. The boggle chooses whether the oil is slippery or sticky and can change the oil on its skin from one consistency to another as a bonus action.</text>
      <text>Slippery Oil: While coated in slippery oil, the boggle gains advantage on Dexterity (Acrobatics) checks made to escape bonds, squeeze through narrow spaces, and end grapples.</text>
      <text>Sticky Oil: While coated in sticky oil, the boggle gains advantage on Strength (Athletics) checks made to grapple and any ability check made to maintain a hold on another creature, a surface, or an object. The boggle can also climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Dimensional Rift</name>
      <text>As a bonus action, the boggle can create an invisible and immobile rift within an opening or frame it can see within 5 feet of it, provided that the space is no bigger than 10 feet on any side. The dimensional rift bridges the distance between that space and any point within 30 feet of it that the boggle can see or specify by distance and direction (such as "30 feet straight up"). While next to the rift, the boggle can see through it and is considered to be next to the destination as well, and anything the boggle puts through the rift (including a portion of its body) emerges at the destination. Only the boggle can use the rift, and it lasts until the end of the boggle's next turn.</text>
      </trait>
    <trait>
        <name>Uncanny Smell</name>
      <text>The boggle has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Pummel</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage.</text>
      <attack>Pummel|+1|1d6-1</attack>
      </action>
    <action>
        <name>Oil Puddle</name>
      <text>The boggle creates a puddle of oil that is either slippery or sticky (boggle's choice). The puddle is 1 inch deep and covers the ground in the boggle's space. The puddle is difficult terrain For all creatures except boggles and lasts for 1 hour.</text>
      <text>If the oil is slippery, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Dexterity saving throw or fall prone.</text>
      <text>If the oil is sticky, any creature that enters the puddle's area or starts its turn there must succeed on a DC 11 Strength saving throw or be restrained. On its turn. a creature can use an action to try to extricate itself from the sticky puddle, ending the effect and moving into the nearest safe unoccupied space with a successful DC 11 Strength check.</text>
      </action>
    <description>Boggles are the little bogeys of fairy tales. They lurk in the fringes of the Feywild and are also found on the Material Plane, where they hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.
A boggle is born out of feelings of loneliness, materializing in a place where the Feywild touches the world in proximity to an intelligent being that feels isolated or abandoned. For example, a forsaken child might unintentionally conjure a boggle and see it as a sort of imaginary friend. A boggle might also appear in the attic of a lonely widower's house or in the caves of a hermit.
Irksome Pests.  Boggles engage in petty pranks to amuse themselves, passing the time at their hosts' expense. A boggle isn't above breaking dishes, hiding tools, making frightening sounds to startle cows and sour their milk, or hiding a baby in an attic. Although a boggle's antics might cause distress and unintentional harm, mischief-not mayhem-is usually its intent. If threatened, a boggle flees rather than stand and fight.
Oily Excretions.  A boggle excretes an oil from its pores and can make its oil slippery or sticky. The oil dries up and disappears an hour later.
Twisting Space.  A boggle can create magical openings to travel short distances or to pilfer items that would otherwise be beyond its reach. To create such a rift in space, a boggle must be adjacent to a space defined by a frame, such as an open window or a doorway, a gap between the bars of a cage, or the opening between the feet of a bed and the floor. The rift is invisible and disappears after a few seconds-enough time for the boggle to step, reach, or attack through it.
Unreliable Allies.  A boggle makes a decent servant for a strong-willed master, and wicked creatures such as fomorians and hags sometimes shelter boggles in their lairs. Warlocks who form pacts with archfey have also been known to command boggles, and charismatic individuals who make the right offers have enjoyed temporary alliances with these little tricksters. A bored boggle always finds some way to entertain itself.
Source: Volo's Guide to Monsters p. 128, Infernal Machine Rebuild</description>
    <environment>underdark, forest, hill, urban</environment>
    </monster>
  <monster>
      <name>Booyahg Booyahg Booyahg</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with goblin armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages, Goblin</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Wild Magic</name>
      <text>Each time the goblin casts a spell (including cantrips), there is an accompanying surge of wild magic; roll on the PHB to determine the wild magic effect.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>&lt;$title_short_name$&gt; can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing dagoblin.</text>
      </action>
    <action>
        <name>Variant: Familiars</name>
      <text>Any spellcaster that can cast the find familiar spell (such as an archgoblin or goblin) is likely to have a familiar. The familiar can be one of the creatures described in the spell (see the Player's Handbook) or some other Tiny monster, such as a crawling claw, imp, pseudodragon, or quasit.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The goblin is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The goblin has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, goblin hand, prestidigitation</text>
      <text>• 1st level (4 slots): detect magic, goblin armor, magic missile, shield</text>
      <text>• 2nd level (3 slots): misty step, suggestion</text>
      <text>• 3rd level (3 slots): counterspell, fireball, fly</text>
      <text>• 4th level (3 slots): greater invisibility, ice storm</text>
      <text>• 5th level (1 slots): cone of cold</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>fire bolt, light, goblin hand, prestidigitation, detect magic, goblin armor, magic missile, shield, misty step, suggestion, counterspell, fireball, fly, greater invisibility, ice storm, cone of cold</spells>
    <description>
Source: Volo's Guide to Monsters p. 43</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Booyahg Caster</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>underdark, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Booyahg Slave of the Archfey</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (14 with mage armor)</ac>
    <hp>49 (11d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>13</dex>
    <con>11</con>
    <int>11</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +3, Cha +6</save>
    <skill>Arcana +2, Deception +6, Nature +2, Persuasion +6</skill>
    <passive>11</passive>
    <languages>any two languages (usually Sylvan), Goblin</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>&lt;$title_short_name$&gt; can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+3|1d4+2</attack>
      </action>
    <reaction>
        <name>Misty Escape (Recharges after a Short or Long Rest)</name>
      <text>In response to taking damage, the goblin turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: disguise self, mage armor (self only), silent image, speak with animals</text>
      <text>1/day: conjure fey</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The goblin is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery</text>
      <text>• 5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</text>
      </trait>
    <slots>3</slots>
    <spells>disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</spells>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>arctic, forest, mountain, swamp, urban</environment>
    </monster>
  <monster>
      <name>Booyahg Slave of the Fiend</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>15</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +4, Cha +7</save>
    <skill>Arcana +4, Deception +7, Persuasion +7, Religion +4</skill>
    <passive>11</passive>
    <languages>any two languages (usually Abyssal or Infernal), Goblin</languages>
    <cr>7</cr>
    <resist>slashing from nonmagical attacks not made with silvered weapons</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Dark One's Own Luck (Recharges after a Short or Long Rest)</name>
      <text>When the goblin makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>&lt;$title_short_name$&gt; can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.</text>
      <attack>Mace|+3|1d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: alter self, false life, levitate (self only), mage armor (self only), silent image</text>
      <text>1/day each: feeblemind, finger of death, plane shift</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The goblin is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp</text>
      <text>• 5th level (4 slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</text>
      </trait>
    <slots>4</slots>
    <spells>alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</spells>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>arctic, desert, underdark, urban</environment>
    </monster>
  <monster>
      <name>Booyahg Slave of the Great Old One</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>91 (14d8+28)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>15</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +4, Cha +7</save>
    <skill>Arcana +4, History +4</skill>
    <passive>11</passive>
    <languages>any two languages, telepathy 30 ft., Goblin</languages>
    <cr>6</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft., darkvision 60 ft.</senses>
    <trait>
        <name>Whispering Aura</name>
      <text>At the start of each of the goblin's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the goblin isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>&lt;$title_short_name$&gt; can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The goblin's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: detect magic, jump, levitate, mage armor (self only), speak with dead</text>
      <text>1/day each: arcane gate, true seeing</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The goblin is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp</text>
      <text>• 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</text>
      </trait>
    <slots>3</slots>
    <spells>detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</spells>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>desert, hill, mountain, underdark, urban</environment>
    </monster>
  <monster>
      <name>Booyahg Whip</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Khurgorbaeyag's Gift</name>
      <text>Khurgorbaeyag saw fit to gift this goblin with powers that enable it to dominate others. The goblin has 1d3 other goblin that slavishly obey its orders.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>underdark, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Booyahg Wielder</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>8</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nimble Escape</name>
      <text>The goblin can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Special Equipment</name>
      <text>The goblin found a magic item (a necklace of fireballs, a circlet of blasting, or the like) and learned how to use it.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <description>
Source: Volo's Guide to Monsters p. 42</description>
    <environment>underdark, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Brontosaurus</name>
    <size>G</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>15 (natural armor)</ac>
    <hp>121 (9d20+27)</hp>
    <speed>walk 30 ft.</speed>
    <str>21</str>
    <dex>9</dex>
    <con>17</con>
    <int>2</int>
    <wis>10</wis>
    <cha>7</cha>
    <save>Con +6</save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Stomp</name>
      <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 27 (5d8 + 5) bludgeoning damage, and the target must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
      <attack>Stomp|+8|5d8+5</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 32 (6d8 + 5) bludgeoning damage.</text>
      <attack>Tail|+8|6d8+5</attack>
      </action>
    <description>This massive four-legged dinosaur is large enough that most predators leave it alone. Its deadly tail can drive away or kill smaller threats.
Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Catoblepas</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>84 (8d10+40)</hp>
    <speed>walk 30 ft.</speed>
    <str>19</str>
    <dex>12</dex>
    <con>21</con>
    <int>3</int>
    <wis>14</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>12</passive>
    <languages></languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The catoblepas has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Stench</name>
      <text>Any creature other than a catoblepas that starts its turn within 10 feet of the catoblepas must succeed on a DC 16 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of any catoblepas for 1 hour.</text>
      </trait>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 21 (5d6 + 4) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be stunned until the start of the catoblepas's next turn.</text>
      <attack>Tail|+7|5d6+4</attack>
      </action>
    <action>
        <name>Death Ray (Recharge 5-6)</name>
      <text>The catoblepas targets a creature that it can see within 30 feet of it. The target must make a DC 16 Constitution saving throw, taking 36 (8d8) necrotic damage on a failed save, or half as much damage on a successful one. If the saving throw fails by 5 or more, the target instead takes 64 necrotic damage. The target dies if reduced to 0 hit points by this ray.</text>
      <attack>Death Ray (Recharge 5-6)||8d8</attack>
      </action>
    <description>The catoblepas is as loathsome as the vile swamplands in which it lives. Like such wastelands, this conglomeration of bloated buffalo, dinosaur, warthog, and hippopotamus parts has few redeeming qualities. Few travelers willingly traverse the territory of a catoblepas.
 Animalistic Nature.  Despite their ungainly physiology, catoblepases resemble natural beasts. A catoblepas behaves much like an animal, too, ambling through its marshy home, munching choice vegetation, eating the occasional bit of carrion, and wallowing in mire. A catoblepas might be found with the one mate it chooses for life and, on occasion, a calf. Especially if it's guarding its young, a catoblepas attacks anyone that moves too close.
Sages say that gods of pestilence and rot created catoblepases as embodiments of their influence. Whatever the origin of the creature, stories link the catoblepas to misfortune, and many of these yarns have elements of truth. Some such tales claim that hags tend catoblepases like cattle, and that a swamp that contains a catoblepas might also be home to a hag that drinks the monster's milk. Although a particular catoblepas might not be linked to a hag, a coven of hags might keep one or more of these beasts as guardians or pets. Other legends say that those of impure heart can tame a catoblepas. Indeed, some tales have circulated of malevolent warlocks and dark knights who have discovered how to domesticate the beasts and use them as mounts.
 Stench of Death.  A catoblepas's stink, like that of death mixed with swamp gas and skunk musk, gives it away as being much more ghastly than its appearance suggests. When it is on the attack, a catoblepas reveals the extent of its horrific nature. The creature's serpentine neck has trouble lifting its head, but one glare from its bloodshot eyes can rot flesh. At the end of its tail is a club that can rattle body and soul if it strikes true, leaving a victim unable to act. If the target of its attacks dies, the catoblepas feasts on the fresh remains.
 Blighted Territory.  A catoblepas's nature as a creature of disease and decay brings out similar characteristics in the creature's swampy habitat. Such a wetland becomes gloomy, tangled, and more fetid than it was before. Beneficial qualities of the environment, such as healing herbs and clean water, diminish when a catoblepas lives nearby. Swamp gases have a hint of the catoblepas's foulness to them. Animals in the area are more aggressive and liable to be diseased. Degenerate creatures are likely to take up residence near a catoblepas's territory, as are those seeking to avoid notice.
Sinister Folklore.  Ordinary folk rarely see a catoblepas, but the creature has such a feared reputation that stories about it are ingrained in the popular culture. Any rumor of a catoblepas taking up residence nearby is taken to be a bad omen, even if the rumor is proven false. The silhouette of a catoblepas, with its tail extended over its body and its head held low, is a baleful heraldic figure signifying death or doom.
Source: Volo's Guide to Monsters p. 129, Mythic Odysseys of Theros</description>
    <environment>swamp</environment>
    </monster>
  <monster>
      <name>Cave Fisher</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>58 (9d8+18)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>14</con>
    <int>3</int>
    <wis>10</wis>
    <cha>3</cha>
    <save></save>
    <skill>Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Adhesive Filament</name>
      <text>The cave fisher can use its action to extend a sticky filament up to 60 feet, and the filament adheres to anything that touches it. A creature adhered to the filament is grappled by the cave fisher (escape DC 13), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 5 hit points; immunity to poison and psychic damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 13 Strength check to pull free. Destroying the filament causes no damage to the cave fisher, which can extrude a replacement filament on its next turn</text>
      </trait>
    <trait>
        <name>Flammable Blood</name>
      <text>If the cave fisher drops to half its hit points or fewer, it gains vulnerability to fire damage.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The cave fisher can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The cave fisher makes two attacks with its claws.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) slashing damage.</text>
      <attack>Claw|+5|2d6+3</attack>
      </action>
    <action>
        <name>Filament</name>
      <text>One creature grappled by the cave fisher's adhesive filament must make a DC 13 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the cave fisher, and the cave fisher makes a claw attack against it as a bonus action. Reeling up the target releases anyone else who was attached to the filament. Until the grapple ends on the target, the cave fisher can't extrude another filament.</text>
      </action>
    <description>A cave fisher is a subterranean arachnid with a long snout that houses spinnerets, enabling the creature to produce sticky filament, much like the strands of a spider's webbing, which the creature uses to snag prey.
Ambushers.  A cave fisher usually hunts small animals and is fond of bats, so it stretches its filament over an opening that such prey might travel through. It then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to cover a large area with filaments, but as soon as one captures potential food, every cave fisher in the area competes for the prize. If a victim escapes from the initial ambush, a cave fisher can reclaim its prey by shooting a filament out to capture it again.
A cave fisher instinctively knows that larger targets such as humanoids are more difficult to overcome, so the creatures shy away from attacking such prey unless they come across a solitary target. They might try to pick off a scout moving ahead of a group of travelers or a straggler lagging behind, rather than attracting the attention of the entire group.
Moving Up in the World.  Scarce food might draw a group of cave fishers up to the surface, into a shadowy canyon or a gloomy forest that features both native animal prey and creatures such as explorers or travelers occasionally moving through the area.
Valuable Innards.  Nearly every part of a cave fisher is useful after the creature has been dispatched. Its blood is alcoholic and tastes like strong liquor. Several dwarven spirits include cave fisher blood as part of the recipe, and some dwarves, especially berserkers, drink the blood straight. If they are gathered after being extruded, cave fisher filaments can be woven into rope that is thin, tough, and nearly invisible. Cave fisher meat is edible, tasting much like crab cooked in strong wine. The creature's shell is used in the manufacture of tools, armor, and jewelry.
Reluctant Servants.  While some folk hunt cave fishers to kill them for their filaments and their blood, others capture cave fisher eggs and rear the hatchlings. Cave fishers have a natural aversion to fire, since their blood is flammable. As such, chitines and hobgoblins sometimes use the threat of fire to train cave fishers, then employ them to guard passages or as beasts of war.
Source: Volo's Guide to Monsters p. 130</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Champion</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>143 (22d8+44)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>14</con>
    <int>10</int>
    <wis>14</wis>
    <cha>12</cha>
    <save>Str +9, Con +6</save>
    <skill>Athletics +9, Intimidation +5, Perception +6</skill>
    <passive>16</passive>
    <languages>any one language (usually Common)</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Indomitable (2/Day)</name>
      <text>The champion rerolls a failed saving throw.</text>
      </trait>
    <trait>
        <name>Second Wind (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the champion can regain 20 hit points.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The champion makes three attacks with its greatsword or its shortbow.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage, plus 7 (2d6) slashing damage if the champion has more than half of its total hit points remaining.</text>
      <attack>Greatsword|+9|2d6+5</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage, plus 7 (2d6) piercing damage if the champion has more than half of its total hit points remaining.</text>
      <attack>Shortbow|+6|1d6+2</attack>
      </action>
    <description>Champions are mighty warriors who honed their fighting skills in wars or gladiatorial pits. To soldiers and other people who fight for a living, champions are as influential as nobles, and their presence is courted as a sign of status among rulers.
Source: Volo's Guide to Monsters p. 212, Waterdeep: Dungeon of the Mad Mage, Tales from the Yawning Portal, Tomb of Annihilation</description>
    <environment>desert, urban</environment>
    </monster>
  <monster>
      <name>Chitine</name>
    <size>S</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (hide armor)</ac>
    <hp>18 (4d6+4)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>12</con>
    <int>10</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Athletics +4, Stealth +4</skill>
    <passive>10</passive>
    <languages>Undercommon</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The chitine has advantage on saving throws against being charmed, and magic can't put the chitine to sleep.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the chitine has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the chitine knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The chitine ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The chitine makes three attacks with its daggers.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <description>Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.
Unnatural Origin.  Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.
The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes.
At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.
Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.
As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.
A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves.
Lolth's Revenge.  As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith.
Lolth's Chosen.  Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way.
Communal Spiders.  Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface.
Source: Volo's Guide to Monsters p. 131</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Choldrith</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>12</str>
    <dex>16</dex>
    <con>12</con>
    <int>11</int>
    <wis>14</wis>
    <cha>10</cha>
    <save></save>
    <skill>Athletics +5, Religion +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Undercommon</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The choldrith has advantage on saving throws against being charmed, and magic can't put the choldrith to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The choldrith can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the choldrith has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Web Sense</name>
      <text>While in contact with a web, the choldrith knows the exact location of any other creature in contact with the same web.</text>
      </trait>
    <trait>
        <name>Web Walker</name>
      <text>The choldrith ignores movement restrictions caused by webbing.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <action>
        <name>Web (Recharge 5-6)</name>
      <text>Ranged Weapon Attack: +5 to hit, range 30/60 ft., one Large or smaller creature. The target is restrained by webbing. As an action, the restrained target can make a DC 11 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; 5 hit points; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The choldrith is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The choldrith has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, mending, resistance, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, healing word, sanctuary, shield of faith</text>
      <text>• 2nd level (3 slots): hold person, spiritual weapon (dagger)</text>
      </trait>
    <slots>4, 3</slots>
    <spells>guidance, mending, resistance, thaumaturgy, bane, healing word, sanctuary, shield of faith, hold person, spiritual weapon</spells>
    <description>Chitines are multiarmed humanoids with arachnid qualities that serve Lolth. They operate in well-organized colonies that prove to be effective fighters in the war against the enemies of the Demon Queen of Spiders. On occasion, Lolth pits chitines against dark elves-even though both groups worship her-as a way of punishing the drow, who created the chitines but displeased their goddess by doing so.
Unnatural Origin.  Long ago, the drow first subjected elf prisoners to horrible rituals that transformed the captives into creatures with both humanoid and spider traits, which their creators dubbed chitines. The dark elves' intention was to create slaves dedicated first of all to the drow and, by association with them, to Lolth. As the drow ultimately discovered, the goddess found this arrangement unacceptable.
The creation process required cooperation between magical disciplines. Drow wizards and warlocks used arcane magic and demonic powers, and drow priestesses invoked Lolth's aid for the divine spark needed to ensure the subject's survival. Lolth watched, expecting at some part of the process to see these new abominations dedicated to her, but no such ritual was performed. In retribution for this lack of respect, the Spider Queen twisted the drow's creation rituals to serve her own purposes.
At first, the drow were unaware that the new creatures were signs of Lolth's displeasure with them. Instead, they were pleased, because choldriths could lay eggs that birthed more chitines (and the rare choldrith) and could direct the chitines in their work. But the dark elves came to realize their mistake-choldriths belonged to Lolth, body and soul. They whispered to the chitines of their adoration of the Spider Queen and their enmity of the drow, and the seeds of a rebellion took root and grew. The chitines and choldriths rose up against their would-be masters; soon afterward most of the creatures were free, and a number of the drow who helped breed and tend them were dead.
Nowadays, drow still create chitines when they have need to. Outside the presence of a choldrith, chitines make good workers for the drow, and they can be useful if the drow find an independent chitine colony and want to infiltrate it. If the creation process yields a choldrith, though, the drow destroy the creature immediately.
As servants of Lolth, choldriths and chitines love spiders and spider-like creatures. They rear spiders and similar arachnids, such as cave fishers. Chitine colonies erect shrines to Lolth that serve as beacons, attracting spiders and other evil, brutish beings that serve her. Anywhere chitines set up a colony quickly becomes a web-shrouded, gloomy, and treacherous place.
A colony can support numerous choldriths, which serve as commanders, priests, and supervisors. The choldriths continually jockey for position, although they rarely confront one another in a way that puts the colony at risk. The colony is ruled by a singular sovereign that determines which colony members perform which tasks, including whether she or any other choldrith is permitted to lay eggs. If this supreme ruler receives a vision from Lolth, she might change her colony's entire course of action. At such times, chitines have emerged from the Underdark to settle in remote, gloomy places on the surface, from where they can wage war on other species, especially drow and elves.
Lolth's Revenge.  As the drow continued to perform the rituals, the process usually transformed the subject into the spindly, stunted creature they expected. Occasionally, though, the elf changed into a monstrosity that was more spider than elf, resembling Lolth in her spider form, and more cunning than a chitine, that the drow dubbed a choldrith.
Lolth's Chosen.  Choldriths are born with a fanatical devotion to Lolth, which leads them to develop some skill in divine magic. They preach that chitines are Lolth's favored people, and that choldriths are the Spider Queen's rightful worldly representatives sent to free the chitines from slavery. Although choldriths and chitines lack sexual characteristics, and choldriths need no mate to lay eggs, these creatures choose the gender identity of their goddess. Choldriths also believe and teach that Lolth's spider form, much like that of a choldrith, is her truest shape. Any idol to Lolth in a chitine colony depicts Lolth in this way.
Communal Spiders.  Chitines and choldriths resemble spiders, but they behave more like social insects such as ants. Chitines are divided into worker and warrior castes, and choldriths occupy the top levels of a colony's hierarchy. Each chitine has a social position that comes with duties related to that rank, and all chitines are expected to willingly sacrifice themselves to protect the choldriths. Every chitine has spinnerets and slowly produces webbing that is used to build floors, walls, structures, objects, and traps that benefit and protect the colony. A warrior might be responsible for crafting web armor (which is as tough as hide or leather), while a group of workers might be tasked to dig a pit trap and cover it with fragile webbing disguised with loose dirt to appear as a solid surface.
Source: Volo's Guide to Monsters p. 132</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Cloud Giant Smiling One</name>
    <size>H</size>
    <type>giant (cloud giant)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (natural armor)</ac>
    <hp>262 (21d12+128)</hp>
    <speed>walk 40 ft.</speed>
    <str>26</str>
    <dex>12</dex>
    <con>22</con>
    <int>15</int>
    <wis>16</wis>
    <cha>17</cha>
    <save>Con +10, Int +6, Wis +7</save>
    <skill>Deception +11, Insight +7, Perception +7, Sleight of hand +9</skill>
    <passive>17</passive>
    <languages>Common, Giant</languages>
    <cr>11</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Keen Smell</name>
      <text>The giant has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two attacks with its morningstar.</text>
      </action>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. 21 (3d8 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.</text>
      <attack>Morningstar|+12|3d8+8</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage. The attack deals an extra 14 (4d6) damage if the giant has advantage on the attack roll.</text>
      <attack>Rock|+12|4d10+8</attack>
      </action>
    <action>
        <name>Change Shape</name>
      <text>The giant magically polymorphs into a beast or humanoid it has seen, or back into its true form. Any equipment the giant is wearing or carrying is absorbed by the new form. Its statistics, other than its size, are the same in each form. It reverts to its true form if it dies.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The giant's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, fog cloud, light</text>
      <text>3/day each: feather fall, fly, misty step, telekinesis</text>
      <text>1/day each: control weather, gaseous form</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The giant is a 5th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The giant has the following bard spells prepared:</text>
      <text>Cantrips (at will): minor illusion, prestidigitation, vicious mockery</text>
      <text>• 1st level (4 slots): cure wounds, disguise self, silent image, Tasha's hideous laughter</text>
      <text>• 2nd level (3 slots): invisibility, suggestion</text>
      <text>• 3rd level (2 slots): major image, tongues</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>detect magic, fog cloud, light, feather fall, fly, misty step, telekinesis, control weather, gaseous form, minor illusion, prestidigitation, vicious mockery, cure wounds, disguise self, silent image, Tasha's hideous laughter, invisibility, suggestion, major image, tongues</spells>
    <description>Cloud giants aren't, on the whole, religious. They tolerate many conflicting ideas about their patron deity, Memnor. The smiling ones strain that tolerance.
Smiling ones are cloud giants who honor and emulate Memnor's craftiness and deceit above all else. They are tricksters supreme who use sleight of hand, deception, misdirection, and magic in their pursuit of wealth. They also possess a flair for unpredictability and a wicked sense of humor.
While cloud giants expect a certain amount of trickery and deceit in their dealings with others of their kind, smiling ones overstep the bounds of decorum with their behavior, doing and saying things that nobler cloud giants consider beneath the dignity of their kind.
Mysterious Masks.  Smiling ones take their name from the strange two-faced masks they wear. The smiling half of the face often looks more like a smirk or a triumphant sneer than a pleasant grin. The frowning half represents the displeasure smiling ones feel about their place in the ordning-second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers' true facial expressions.
Source: Volo's Guide to Monsters p. 146</description>
    <environment>mountain</environment>
    </monster>
  <monster>
      <name>Conjurer</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Benign Transportation (Recharges after the Conjurer Casts a Conjuration Spell of 1st Level or Higher)</name>
      <text>As a bonus action, the conjurer teleports up to 30 feet to an unoccupied space that it can see. If it instead chooses a space within range that is occupied by a willing Small or Medium creature, they both teleport, swapping places.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The conjurer is a 9th-level spellcaster. Its spellcasting ability is intelligence (spell save DC 14, +6 to hit with spell attacks). The conjurer has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, mage hand, poison spray, prestidigitation</text>
      <text>• 1st level (4 slots): mage armor, magic missile, unseen servant*</text>
      <text>• 2nd level (3 slots): cloud of daggers*, misty step*, web*</text>
      <text>• 3rd level (3 slots): fireball, stinking cloud*</text>
      <text>• 4th level (3 slots): Evard's black tentacles*, stoneskin</text>
      <text>• 5th level (2 slots): cloudkill*, conjure elemental*</text>
      <text>*Conjuration spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>acid splash, mage hand, poison spray, prestidigitation, mage armor, magic missile, unseen servant, cloud of daggers, misty step, web, fireball, stinking cloud, Evard's black tentacles, stoneskin, cloudkill, conjure elemental</spells>
    <description>Conjurers are specialist wizards who summon creatures from other planes and create materials out of thin air. Some conjurers use their magic to bolster armies or destroy enemies on battlefields, while others use summoned creatures to guard their lairs.
Source: Volo's Guide to Monsters p. 212, Tales from the Yawning Portal</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Cow</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>15 (2d10+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the cow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Gore|+6|1d6+4</attack>
      </action>
    <description>There are many kinds of cattle, from common oxen to more unusual, magical variants.
Source: Volo's Guide to Monsters p. 207, Essentials Kit: Dragon of Icespire Peak</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Cranium Rat</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>2 (1d4)</hp>
    <speed>walk 30 ft.</speed>
    <str>2</str>
    <dex>14</dex>
    <con>10</con>
    <int>4</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>telepathy 30 ft.</languages>
    <cr>0</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>As a bonus action, the cranium rat can shed dim light from its brain in a 5-foot radius or extinguish the light.</text>
      </trait>
    <trait>
        <name>Telepathic Shroud</name>
      <text>The cranium rat is immune to any effect that would sense its emotions or read its thoughts, as well as to all divination spells.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <description>Mind flayers create cranium rats by bombarding normal rats with psionic energy.
Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.
A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one.
Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us."
Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.
Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire.
Source: Volo's Guide to Monsters p. 133</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Darkling</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>14 (leather armor)</ac>
    <hp>13 (3d6+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>16</dex>
    <con>12</con>
    <int>10</int>
    <wis>12</wis>
    <cha>10</cha>
    <save></save>
    <skill>Acrobatics +5, Deception +2, Perception +5, Stealth +7</skill>
    <passive>15</passive>
    <languages>Elvish, Sylvan</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Death Flash</name>
      <text>When the darkling dies, nonmagical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area and able to see the bright light must succeed on a DC 10 Constitution saving throw or be blinded until the end of the creature's next turn.</text>
      </trait>
    <trait>
        <name>Light Sensitivity</name>
      <text>While in bright light, the darkling has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage. If the darkling has advantage on the attack roll, the attack deals an extra 7 (2d6) piercing damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      </action>
    <description>Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
The Killing Light.  The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.
Love of Art.  Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.
Elder Transformation.  A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Source: Volo's Guide to Monsters p. 134</description>
    <environment>underdark, forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Darkling Elder</name>
    <size>M</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>17</dex>
    <con>12</con>
    <int>10</int>
    <wis>14</wis>
    <cha>13</cha>
    <save></save>
    <skill>Acrobatics +5, Deception +3, Perception +6, Stealth +7</skill>
    <passive>16</passive>
    <languages>Elvish, Sylvan</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Death Burn</name>
      <text>When the darkling elder dies, magical light flashes out from it in a 10-foot radius as its body and possessions, other than metal or magic objects, burn to ash. Any creature in that area must make a DC 11 Constitution saving throw. On a failure, the creature takes 7 (2d6) radiant damage and, if the creature can see the light, is blinded until the end of its next turn. If the saving throw is successful, the creature takes half the damage and isn't blinded.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The darkling elder makes two melee attacks.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage. If the darkling elder had advantage on the attack roll, the attack deals as: extra 10 (3d6) piercing damage.</text>
      <attack>Shortsword|+5|1d6+3</attack>
      </action>
    <action>
        <name>Darkness (Recharges after a Short or Long Rest)</name>
      <text>The darkling elder casts darkness without any components. Wisdom is its spellcasting ability.</text>
      </action>
    <description>Ancient legends speak of a seelie fey who betrayed the Summer Queen. His true name has been stricken from history, but the stories call him Dubh Catha ("Dark Crow" in Common). So great was the Summer Queen's wrath that she cursed every member of his house. Other fey refer to the descendants of Dubh Catha's house as the dubh sith-or, in Common, "darklings." Darklings most often settle in secluded caverns and chambers beneath the towns of other species. From such enclaves, they quietly ply their trade as thieves and assassins.
The Killing Light.  The Summer Queen's curse causes a darkling's body to absorb light, and doing so wizens the creature, much like the effect of rapid aging. For this reason, darklings cover every part of their body with clothing when exposure to light is a risk. The light a darkling absorbs over the course of its lifetime explodes outward when the darkling dies, incinerating the creature and much of its possessions.
Love of Art.  Despite their curse, darklings retain a fondness for the beauty of art. A darkling might risk taking a peek at a sunset or lighting a tiny candle to glimpse the colors in a painting or a jewel.
Elder Transformation.  A wise and respected darkling can qualify to undergo a ritual to become an elder. Other elders mark the supplicant with glowing tattoos, channeling some of the darkling's absorbed light away from its body. If the ritual succeeds, the darkling grows into a tall and fair form, like that of a gray-skinned elf. The darkling perishes if the ritual fails.
Source: Volo's Guide to Monsters p. 134</description>
    <environment>underdark, forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Death Kiss</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>161 (17d10+68)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>18</con>
    <int>10</int>
    <wis>12</wis>
    <cha>10</cha>
    <save>Con +8, Wis +5</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Deep Speech, Undercommon</languages>
    <cr>10</cr>
    <resist></resist>
    <immune>lightning</immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Lightning Blood</name>
      <text>A creature within 5 feet of the death kiss takes 5 (1d10) lightning damage whenever it hits the death kiss with a melee attack that deals piercing or slashing damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The death kiss makes three tentacle attacks. Up to three of these attacks can be replaced by Blood Drain, one replacement per tentacle grappling a creature</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +8 to hit, reach 20 ft., one target. 14 (3d6 + 4) piercing damage, and the target is grappled (escape DC 14) if it is a Huge or smaller creature. Until this grapple ends, the target is restrained, and the death kiss can't use the same tentacle on another target. The death kiss has ten tentacles.</text>
      <attack>Tentacle|+8|3d6+4</attack>
      </action>
    <action>
        <name>Blood Drain</name>
      <text>One creature grappled by a tentacle of the death kiss must make a DC 16 Constitution saving throw. On a failed save, the target takes 22 (4d10) lightning damage, and the death kiss regains half as many hit points.</text>
      <attack>Blood Drain||4d10</attack>
      </action>
    <description>A death kiss is a lesser beholder that might come into being when a beholder has a vivid nightmare about losing blood. Instead of magical eye rays, it has ten long tentacles, each ending in a mouth full of teeth. In coloration and shape it is similar to the beholder that dreamed it into existence, but its hue is more muted.
Blood Drinker.  A death kiss survives solely on ingested blood, which it uses to generate electrical energy inside its body. Paranoid about dying from starvation, it obsessively drains even little creatures such as rats in an effort to stave off this fate for as long as possible. After it drains its prey, it abandons the corpse to scavengers. A death kiss prefers to hunt alone. If it meets another death kiss, it might fight, flee, or team up, depending on its health and pride. When underground, it uses its tentacles as feelers, prodding and examining the environment in all directions. Above ground, it usually keeps its tentacles retracted when on the hunt, then lashes out and extends them to their full length to catch opponents off guard.
False Tyrant.  In poor lighting and with its tentacles extended, a death kiss can be mistaken for a true beholder. It might purposely present itself as a beholder to an ignorant creature, but this behavior is rare, since it usually is focused on hunting and lacks the self-importance and paranoia of a true beholder. It can speak through any of its tentacle-throats, and its voice sounds nasal and high-pitched. A true beholder has little to fear from a death kiss, since it can easily kill or subdue the death kiss long before the death kiss gets into melee range. Thus, out of self-preservation, a death kiss usually submits to the rule of a beholder that it encounters, though it might attempt to escape as soon as its master is preoccupied.
Simple Tactics.  A death kiss lacks the combat finesse and intelligence of a beholder. It might attempt an unusual maneuver to control its prey (such as flying up while grappling), but in most cases, it attaches one or more of its tentacles to a creature and drains blood until its prey collapses. If it is in a superior position and its opponent poses no threat, it might toy with its food, slowly squeezing and draining the life out of a creature.
Source: Volo's Guide to Monsters p. 124</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Deep Rothé</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>13 (2d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Gore|+6|1d6+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The deep rothé's spellcasting ability is Charisma. It can innately cast dancing lights at will, requiring no components.</text>
      <text>At will: dancing lights</text>
      </trait>
    <spells>dancing lights</spells>
    <description>Deep rothé are stunted Underdark variants of rothé.
Source: Volo's Guide to Monsters p. 208</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Deep Scion</name>
    <size>M</size>
    <type>humanoid (shapechanger)</type>
    <alignment>Neutral Evil</alignment>
    <ac>11</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>16</con>
    <int>10</int>
    <wis>12</wis>
    <cha>14</cha>
    <save>Wis +3, Cha +4</save>
    <skill>Deception +6, Insight +3, Sleight of hand +3, Stealth +3</skill>
    <passive>11</passive>
    <languages>Aquan, Common, Thieves' cant</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The deep scion can use its action to polymorph into a humanoid-piscine hybrid form, or back into its true form. Its statistics, other than its speed, are the same in each form. Any equipment it is wearing or carrying isn't transformed. The deep scion reverts to its true form if it dies.</text>
      </trait>
    <trait>
        <name>Amphibious (Hybrid Form Only)</name>
      <text>The deep scion can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>In humanoid form, the deep scion makes two melee attacks. In hybrid form, the deep scion makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Battleaxe (Humanoid Form Only)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used with two hands.</text>
      <attack>Battleaxe (Humanoid Form Only)|+6|1d8+4</attack>
      </action>
    <action>
        <name>Bite (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d4 + 4) piercing damage.</text>
      <attack>Bite (Hybrid Form Only)|+6|1d4+4</attack>
      </action>
    <action>
        <name>Claw (Hybrid Form Only)</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Claw (Hybrid Form Only)|+6|1d6+4</attack>
      </action>
    <action>
        <name>Psychic Screech (Hybrid Form Only; Recharges after a Short or Long Rest)</name>
      <text>The deep scion emits a terrible scream audible within 300 feet. Creatures within 30 feet of the deep scion must succeed on a DC 13 Wisdom saving throw or be stunned until the end of the deep scion's next turn. In water, the psychic screech also telepathically transmits the deep scion's memories of the last 24 hours to its master, regardless of distance, so long as it and its master are in the same body of water.</text>
      </action>
    <description>Deep scions began life as people who were stolen from shore or saved from sinking ships and offered a terrible bargain by an undersea power: surrender, body and soul, or drown. Those who submit are subjected to an ancient ritual widespread among evil aquatic creatures. Its methods are painful and the result never certain, but when it works, the magic transforms an air-breathing person into a shapechanger that can take a form that is fully at home beneath the waves.
Spies from the Sea.  A deep scion emerges from the depths in service to its underwater master, which is likely a kraken or some other ancient being of the deep. While wearing the mind and body of the person it once was as a sort of mask, the creature is bent on fulfilling its master's desires. Sometimes a deep scion returns to its former home and a hero's welcome-unexpectedly found alive when all hope was lost. At other times the deep scion takes on a new identity. In any case, it is the deep scion's duty to infiltrate the air-breathing world and report back to its master. When set to its task, a deep scion worms its way into the life of an unsuspecting enemy as a new best friend, an irresistible lover, the perfect candidate for a job, or in some other role that enables the minion to carry out its master's commands.
If you meet a human and there's something fishy about them, they might be a deep scion. Or a crook, or just a fishmonger. Sometimes fish stink is just fish stink.
-Volo
Cold-Hearted Killers.  The training to which a deep scion is subjected rids it of empathy for those whom it spies on. Though one might behave as though infatuated, laugh at the joke of a friend, or appear incensed at some injustice, each of these acts is artificial to the deep scion, a means to an end. It believes that its true form is the shape it takes when it returns to the sea that it thinks of as home. Ironically, however, a deep scion that is killed when in its piscine form is stripped of the magic that robbed it of emotion, leaving behind the corpse of the person the deep scion once was.
Source: Volo's Guide to Monsters p. 135, Ghosts of Saltmarsh</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Deinonychus</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>26 (4d8+8)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>15</dex>
    <con>14</con>
    <int>4</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pounce</name>
      <text>If the deinonychus moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the deinonychus can make one bite attack against it as a bonus action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The deinonychus makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.</text>
      <attack>Claw|+4|1d8+2</attack>
      </action>
    <description>This larger cousin of the velociraptor kills by gripping its target with its claws and feeding while the creature is still alive.
Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Devourer</name>
    <size>L</size>
    <type>fiend</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>178 (17d10+85)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>12</dex>
    <con>20</con>
    <int>13</int>
    <wis>10</wis>
    <cha>16</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Abyssal, telepathy 120 ft.</languages>
    <cr>13</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The devourer makes two claw attacks and can use either Imprison Soul or Soul Rend.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage plus 21 (6d6) necrotic damage.</text>
      <attack>Claw|+10|2d6+5</attack>
      </action>
    <action>
        <name>Imprison Soul</name>
      <text>The devourer chooses a living humanoid with 0 hit points that it can see within 30 feet of it. That creature is teleported inside the devourer's ribcage and imprisoned there. A creature imprisoned in this manner has disadvantage on death saving throws. If it dies while imprisoned, the devourer regains 25 hit points, immediately recharges Soul Rend, and gains an additional action on its next turn. Additionally, at the start of its next turn, the devourer regurgitates the slain creature as a bonus action, and the creature becomes an undead. If the victim had 2 or fewer Hit Dice, it becomes a zombie. if it had 3 to 5 Hit Dice, it becomes a ghoul. Otherwise, it becomes a wight. A devourer can imprison only one creature at a time.</text>
      </action>
    <action>
        <name>Soul Rend (Recharge 6)</name>
      <text>The devourer creates a vortex of life-draining energy in a 20-foot radius centered on itself. Each humanoid in that area must make a DC 18 Constitution saving throw, taking 44 (8d10) necrotic damage on a failed save, or half as much damage on a successful one. Increase the damage by 10 for each living humanoid with 0 hit points in that area.</text>
      <attack>Soul Rend (Recharge 6)||8d10</attack>
      </action>
    <description>Of all the abominations Orcus has unleashed, devourers are among the most feared. These tall, mummy-like fiends wander the planes, consuming souls and, by example, spreading Orcus's creed of replacing all life with everlasting death.
Instruments of Orcus.  A lesser demon that proves itself to Orcus might be granted the privilege of becoming a devourer. The Prince of Undeath transforms such a demon into an 8-foot-tall, desiccated humanoid with a hollowed-out ribcage, then fills the new creature with a hunger for souls. Orcus grants each new devourer the essence of a less fortunate demon to power the devourer's first foray into the planes. Most devourers remain in the Abyss, or on the Astral or Ethereal Plane, pursuing Orcus's schemes and interests in those realms. When Orcus sends devourers to the Material Plane, he often sets them on a mission to create, control, and lead a plague of undead. Skeletons, zombies, ghouls and ghasts, and shadows are particularly attracted to the presence of a devourer.
I've heard of "rib-sticking," but this is ridiculous.
-Volo
Tormentors of Souls.  Devourers hunt humanoids, with the intent of consuming them body and soul. After a devourer brings a target to the brink of death, it pulls the victim's body in and traps the creature within its own ribcage. As the victim tries to stave off death (usually without success), the devourer tortures its soul with telepathic noise. When the victim expires, it undergoes a horrible transformation, springing forth from the devourer's body to begin its new existence as an undead servitor of the monster that spawned it.
Fiendish Nature.  A devourer doesn't require air, food (other than souls), drink, or sleep.
Source: Volo's Guide to Monsters p. 138</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Dimetrodon</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>19 (3d8+6)</hp>
    <speed>walk 30 ft., swim 20 ft.</speed>
    <str>14</str>
    <dex>10</dex>
    <con>15</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 9 (2d6 + 2) piercing damage.</text>
      <attack>Bite|+4|2d6+2</attack>
      </action>
    <description>This sail-backed reptile is commonly found in areas where dinosaurs live. It hunts on shores and in shallow water, filling a similar role as a crocodile.
Source: Volo's Guide to Monsters p. 139, Tomb of Annihilation</description>
    <environment>swamp, coastal</environment>
    </monster>
  <monster>
      <name>Diviner</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>67 (15d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>18</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +7, Wis +4</save>
    <skill>Arcana +7, History +7</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Portent (Recharges after the Diviner Casts a Divination Spell of 1st Level or Higher)</name>
      <text>When the diviner or a creature it can see makes an attack roll, a saving throw, or an ability check, the diviner can roll a d20 and choose to use this roll in place of the attack roll, saving throw, or ability check.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+2|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The diviner is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The diviner has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt, light, mage hand, message, true strike</text>
      <text>• 1st level (4 slots): detect magic*, feather fall, mage armor</text>
      <text>• 2nd level (3 slots): detect thoughts*, locate object*, scorching ray</text>
      <text>• 3rd level (3 slots): clairvoyance*, fly, fireball</text>
      <text>• 4th level (3 slots): arcane eye*, ice storm, stoneskin</text>
      <text>• 5th level (2 slots): Rary's telepathic bond*, seeming</text>
      <text>• 6th level (1 slots): mass suggestion, true seeing*</text>
      <text>• 7th level (1 slots): delayed blast fireball, teleport</text>
      <text>• 8th level (1 slots): maze</text>
      <text>* Divination spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1, 1, 1</slots>
    <spells>fire bolt, light, mage hand, message, true strike, detect magic, feather fall, mage armor, detect thoughts, locate object, scorching ray, clairvoyance, fly, fireball, arcane eye, ice storm, stoneskin, Rary's telepathic bond, seeming, mass suggestion, true seeing, delayed blast fireball, teleport, maze</spells>
    <description>Diviners are specialist wizards who know that knowledge is power. They might act aloof and mysterious, hinting at omens and secrets, or they might be know-it-alls, spilling secrets and insights to advance their own status or reputation.
Source: Volo's Guide to Monsters p. 213</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Dolphin</name>
    <size>M</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>12 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 0 ft., swim 60 ft.</speed>
    <str>14</str>
    <dex>13</dex>
    <con>13</con>
    <int>6</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the dolphin moves at least 30 feet straight toward a target and then hits it with a slam attack on the same turn, the target takes an extra 3 (1d6) bludgeoning damage.</text>
      </trait>
    <trait>
        <name>Hold Breath</name>
      <text>The dolphin can hold its breath for 20 minutes.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Slam|+4|1d6+2</attack>
      </action>
    <description>Dolphins are clever, social marine mammals that feed on small fish and squid. An adult specimen is between 5 and 6 feet long.
Source: Volo's Guide to Monsters p. 208, Ghosts of Saltmarsh</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Draegloth</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>123 (13d10+52)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>15</dex>
    <con>18</con>
    <int>13</int>
    <wis>11</wis>
    <cha>11</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages>Abyssal, Elvish, Undercommon</languages>
    <cr>7</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fey Ancestry</name>
      <text>The draegloth has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The draegloth makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 16 (2d10 + 5) piercing damage.</text>
      <attack>Bite|+8|2d10+5</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 16 (2d10 + 5) slashing damage.</text>
      <attack>Claws|+8|2d10+5</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The draegloth's innate spellcasting ability is Charisma (spell save DC 11). The draegloth can innately cast the following spells, requiring no material components:</text>
      <text>At will: darkness</text>
      <text>1/day each: confusion, dancing lights, faerie fire</text>
      </trait>
    <spells>darkness, confusion, dancing lights, faerie fire</spells>
    <description>A draegloth is a half-drow, half-glabrezu demon, born of a drow high priestess in an unholy, dangerous ritual. Gifted with innate magic and physical might, it usually remains in the service of its mother's house, lending its thirst for destruction to that house's plans to triumph over its rivals.
A draegloth is an ogre-sized, four-armed humanoid with purple-black skin and yellow-white hair. Two of its arms are huge and muscular, tipped with sharp claws; the other two are the size and shape of drow arms, capable of delicate movements. Although the creature is heavily muscled, it is graceful and quiet like a drow. Its face is clearly demonic, with bestial features, glowing red eyes, an elongated dog-like snout, and a mouth full of sharp teeth.
Blessing on the House.  The ritual to create a draegloth succeeds only rarely, but when it does, it is a great event that is seen by the drow of the house as a sign of the demon lord Lolth's favor-and a sign of Lolth's disregard for the family's rivals, which were not thus gifted. The birth prompts the leaders of the house to begin crafting new plans to strike at its rivals when the draegloth is fully grown. These plans always use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn't have a draegloth of its own.
These drow house pets are as graceful and nimble as Waterdhavian stage dancers. Only they're slayers and enforcers, four-armed brutes built like an ogre. Life isn't fair.
-Volo
Subservient Enforcers.  Although it plays an important part in the welfare of its house, a draegloth can't rise above the status of a favored slave or a consort to a priestess. Before a draegloth is given any duties, it receives instruction in accepting the role set for it and not challenging authority. Draegloths instinctively resist this sort of treatment, but most of them take out their frustration on their house's enemies. A draegloth that can't suppress its ambitions might abandon its house and strike out on its own. Whether these rebellious draegloths are part of Lolth's plan for sowing even greater chaos is unclear.
Brute Cunning and Dark Magic.  A draegloth loves the feeling of tearing opponents apart with its claws and teeth and of wielding the magic that courses through its veins. Most are too impatient to bother with complicated tactics, but a few go on to learn more destructive magic.
Source: Volo's Guide to Monsters p. 141</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Elder Brain</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>10</ac>
    <hp>210 (20d10+100)</hp>
    <speed>walk 5 ft., swim 10 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>20</con>
    <int>21</int>
    <wis>19</wis>
    <cha>24</cha>
    <save>Int +10, Wis +9, Cha +12</save>
    <skill>Arcana +10, Deception +12, Insight +14, Intimidation +12, Persuasion +12</skill>
    <passive>14</passive>
    <languages>understands Common, Deep Speech, and Undercommon but can't speak, telepathy 5 miles</languages>
    <cr>14</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Creature Sense</name>
      <text>The elder brain is aware of the presence of creatures within 5 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each one's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.</text>
      </trait>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the elder brain fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The elder brain has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Telepathic Hub</name>
      <text>The elder brain can use its telepathy to initiate and maintain telepathic conversations with up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.</text>
      </trait>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +7 to hit, reach 30 ft., one target. 20 (4d8 + 2) bludgeoning damage. If the target is a Huge or smaller creature, it is grappled (escape DC 15) and takes 9 (1d8 + 5) psychic damage at the start of each of its turns until the grapple ends. The elder brain can have up to four targets grappled at a time.</text>
      <attack>Tentacle|+7|4d8+2</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The elder brain magically emits psychic energy. Creatures of the elder brain's choice within 60 feet of it must succeed on a DC 18 Intelligence saving throw or take 32 (5d10 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||5d10+5</attack>
      </action>
    <action>
        <name>Psychic Link</name>
      <text>The elder brain targets one incapacitated creature it can perceive with its Creature Sense trait and establishes a psychic link with that creature. Until the psychic link ends, the elder brain can perceive everything the target senses. The target becomes aware that something is linked to its mind once it is no longer incapacitated, and the elder brain can terminate the link at any time (no action required). The target can use an action on its turn to attempt to break the psychic link, doing so with a successful DC 18 Charisma saving throw. On a successful save, the target takes 10 (3d6) psychic damage. The psychic link also ends if the target and the elder brain are more than 5 miles apart, with no consequences to the target. The elder brain can form psychic links with up to ten creatures at a time.</text>
      <attack>Psychic Link||3d6</attack>
      </action>
    <action>
        <name>Sense Thoughts</name>
      <text>The elder brain targets a creature with which it has a psychic link. The elder brain gains insight into the target's reasoning, its emotional state, and thoughts that loom large in its mind (including things the target worries about, loves, or hates). The elder brain can also make a Charisma (Deception) check with advantage to deceive the target's mind into thinking it believes one idea or feels a particular emotion. The target contests this attempt with a Wisdom (Insight) check. If the elder brain succeeds, the mind believes the deception for 1 hour or until evidence of the lie is presented to the target.</text>
      </action>
    <legendary>
        <text>The aberration can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The aberration regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tentacle</name>
      <text>The elder brain makes a tentacle attack.</text>
      </legendary>
    <legendary>
        <name>Break Concentration</name>
      <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain breaks the creature's concentration on a spell it has cast. The creature also takes 1d4 psychic damage per level of the spell.</text>
      </legendary>
    <legendary>
        <name>Psychic Pulse</name>
      <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. Enemies of the elder brain within 10 feet of that creature take 10 (3d6) psychic damage.</text>
      </legendary>
    <legendary>
        <name>Sever Psychic Link</name>
      <text>The elder brain targets a creature within 120 feet of it with which it has a psychic link. The elder brain ends the link, causing the creature to have disadvantage on all ability checks, attack rolls, and saving throws until the end of the creature's next turn.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>When fighting inside its lair, an elder brain can use lair actions. On initiative count 20 (losing initiative ties), an elder brain can take one lair action to cause one of the following effects; the elder brain can't use the same lair action two rounds in a row:</text>
      <text>• The elder brain casts wall of force.</text>
      <text>• The elder brain targets one friendly creature it can sense within 120 feet of it. The target has a flash of inspiration and gains advantage on one attack roll, ability check, or saving throw it makes before the end of its next turn. If the target doesn't or can't use this benefit in that time, the inspiration is lost.</text>
      <text>• The elder brain targets one creature it can sense within 120 feet of it and anchors it by sheer force of will. The target must succeed on a DC 18 Charisma saving throw or be unable to leave its current space. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The territory within 5 miles of an elder brain is altered by the creature's psionic presence, which creates one or more of the following effects:</text>
      <text>• Creatures within 5 miles of an elder brain feel as if they are being followed, even when they are not.</text>
      <text>• The elder brain can overhear any telepathic conversation happening within 5 miles of it. The creature that initiated the telepathic conversation makes a DC 18 Wisdom (Insight) check when telepathic contact is first established. If the check succeeds, the creature is aware that something is eavesdropping on the conversation. The nature of the eavesdropper isn't revealed, and the elder brain can't participate in the telepathic conversation unless it has formed a psychic link with the creature that initiated it.</text>
      <text>• Any creature with which the elder brain has formed a psychic link hears faint, incomprehensible whispers in the deepest recesses of its mind. This psychic detritus consists of the elder brain's stray thoughts commingled with those of other creatures to which it is linked.</text>
      <text>If the elder brain dies, these effects immediately end.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The elder brain's innate spellcasting ability is Intelligence (spell save DC 18). It can innately cast the following spells, requiring no components:</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: dominate monster, plane shift (self only)</text>
      </trait>
    <spells>detect thoughts, levitate, dominate monster, plane shift</spells>
    <description>The ultimate expression of illithid domination, an elder brain sprawls within a vat of viscous brine, touching the thoughts of creatures near and far. It scrawls upon the canvas of their minds, rewriting their thoughts and authoring their dreams.
Psychic Infiltrators.  When an elder brain infiltrates a mind, it alters the creature's perception and deceives its senses, causing it to see, hear, touch, taste, or feel reality according to the elder brain's intent. From across great distances, it implants subconscious suggestions or subtly influences dreams to compel creatures toward a course of action that benefits its grand plan.
When its insidious suggestions fail to take hold, an elder brain asserts its dominance more directly. It seizes control of a resistant mind and controls the creature's body as it would a puppet. Against the rare, strong-willed stalwart that defies it or attacks it, an elder brain sends a blast of overwhelming psychic force to crush the upstart's mind, rendering the creature a thoughtless, drooling shell.
When a mind flayer perishes, the elder brain's servants feed the contents of its skull to their master, which absorbs the illithid's brain and all the knowledge and experience contained therein. In this way the elder brain continually increases its knowledge, uniting the thoughts and experiences of the illithid colony into a unified whole. Mind flayers conceive of this "oneness" as a sacred state in the same way that a worshiper of a human deity might view an eternal afterlife in the heavens-for an elder brain can evoke the persona of any illithid it has ever absorbed.
The ambitions of an elder brain are always tempered by its relative immobility. Although its telepathic senses can reach for miles, moving anywhere is always a dangerous proposition. If forced outside its brine pool, an elder brain will swiftly expire, and transporting an elder brain in its pool through confining and tortuous subterranean tunnels frequently proves difficult or impossible.
Devourer of Thoughts.  An elder brain sustains itself by consuming the brains of other creatures. When the mind flayer servants that guard and tend to an elder brain don't bring its meals directly to it, the elder brain reaches out with tendrils of thought, mentally compelling creatures to come to it so that it may feed upon them.
Hive Mind.  Non-illithids call this creature an elder brain because it acts as the central communication hub for an entire mind flayer colony just as a brain does for a living body. Linked to the elder brain, the colony acts like a single organism, acting in concert as if each illithid were the digit of a hand.
Ego Unhindered.  Each elder brain considers itself and its desires the most important things in the multiverse, the mind flayers in its colony nothing more than extensions of its will. But no two elder brains are alike, and each presides over its colony according to its own unique personality and storehouse of collected knowledge and experience. Some elder brains reign as domineering tyrants, while others serve more benignly as sages, counselors, and repositories of information and lore for the mind flayers that protect and nourish them.
An Elder Brain's Lair. The lair of an elder brain always lies deep in the heart of a mind flayer colony. The creature dwells in a dimly glowing brine pool, filled with foul and brackish water infused with the elder brain's vital fluids and with psionic energy.
Source: Volo's Guide to Monsters p. 173</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Enchanter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+2|1d6-1</attack>
      </action>
    <reaction>
        <name>Instinctive Charm (Recharges after the Enchanter Casts an Enchantment Spell of 1st level or Higher)</name>
      <text>The enchanter tries to magically divert an attack made against it, provided that the attacker is within 30 feet of it and visible to it. The enchanter must decide to do so before the attack hits or misses.</text>
      <text>The attacker must make a DC 14 Wisdom saving throw. On a failed save, the attacker targets the creature closest to it, other than the enchanter or itself. If multiple creatures are closest, the attacker chooses which one to target.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The enchanter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The enchanter has the following wizard spells prepared:</text>
      <text>Cantrips (at will): friends, mage hand, mending, message</text>
      <text>• 1st level (4 slots): charm person*, mage armor, magic missile</text>
      <text>• 2nd level (3 slots): hold person*, invisibility, suggestion*</text>
      <text>• 3rd level (3 slots): fireball, haste, tongues</text>
      <text>• 4th level (3 slots): dominate beast*, stoneskin</text>
      <text>• 5th level (2 slots): hold monster*</text>
      <text>*Enchantment spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>friends, mage hand, mending, message, charm person, mage armor, magic missile, hold person, invisibility, suggestion, fireball, haste, tongues, dominate beast, stoneskin, hold monster</spells>
    <description>Enchanters are specialist wizards who understand how to alter and control minds using magic. They might be personable and interesting, using magic to manipulate people only when banter and conventional persuasion fails, or they might be rude and demanding, using and relying on charmed, obedient minions.
Source: Volo's Guide to Monsters p. 213, Tales from the Yawning Portal</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Evoker</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>12</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +7, Wis +5</save>
    <skill>Arcana +7, History +7</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Sculpt Spells</name>
      <text>When the evoker casts an evocation spell that forces other creatures it can see to make a saving throw, it can choose a number of them equal to 1 + the spell's level. These creatures automatically succeed on their saving throws against the spell. If a successful save means a chosen creature would take half damage from the spell, it instead takes no damage from it.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+3|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The evoker is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The evoker has the following wizard spells prepared:</text>
      <text>Cantrips (at will): fire bolt*, light*, prestidigitation, ray of frost*</text>
      <text>• 1st level (4 slots): burning hands*, mage armor, magic missile*</text>
      <text>• 2nd level (3 slots): mirror image, misty step, shatter*</text>
      <text>• 3rd level (3 slots): counterspell, fireball*, lightning bolt*</text>
      <text>• 4th level (3 slots): ice storm*, stoneskin</text>
      <text>• 5th level (2 slots): Bigby's hand*, cone of cold*</text>
      <text>• 6th level (1 slots): chain lightning*, wall of ice*</text>
      <text>*Evocation spell</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>fire bolt, light, prestidigitation, ray of frost, burning hands, mage armor, magic missile, mirror image, misty step, shatter, counterspell, fireball, lightning bolt, ice storm, stoneskin, Bigby's hand, cone of cold, chain lightning, wall of ice</spells>
    <description>Evokers are specialist wizards who harness magical energy and elemental forces to destroy. Many tend to be hotheaded and aggressive. Others are cold and reserved, unleashing their power at just the right moment to exploit an opponent's weakness.
Source: Volo's Guide to Monsters p. 214, Tales from the Yawning Portal, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Eberron: Rising from the Last War</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Fire Giant Dreadnought</name>
    <size>H</size>
    <type>giant (fire giant)</type>
    <alignment>Lawful Evil</alignment>
    <ac>21 (plate armor, shield)</ac>
    <hp>187 (15d12+90)</hp>
    <speed>walk 30 ft.</speed>
    <str>27</str>
    <dex>9</dex>
    <con>23</con>
    <int>8</int>
    <wis>10</wis>
    <cha>11</cha>
    <save>Dex +4, Con +11, Cha +5</save>
    <skill>Athletics +13, Perception +5</skill>
    <passive>15</passive>
    <languages>Giant</languages>
    <cr>14</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dual Shields</name>
      <text>The giant carries two shields, each of which is accounted for in the giant's AC. The giant must stow or drop one of its shields to hurl rocks.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two fireshield attacks.</text>
      </action>
    <action>
        <name>Fireshield</name>
      <text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. 22 (4d6 + 8) bludgeoning damage plus 7 (2d6) fire damage plus 7 (2d6) piercing damage.</text>
      <attack>Fireshield|+13|4d6+8</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +13 to hit, range 60/240 ft., one target. 30 (4d10 + 8) bludgeoning damage.</text>
      <attack>Rock|+13|4d10+8</attack>
      </action>
    <action>
        <name>Shield Charge</name>
      <text>The giant moves up to 30 feet in a straight line and can move through the space of any creature smaller than Huge. The first time it enters a creature's space during this move, it makes a fireshield attack against that creature. If the attack hits, the target must also succeed on a DC 21 Strength saving throw or be pushed ahead of the giant for the rest of this move. If a creature fails the save by 5 or more, it is also knocked prone and takes 18 (3d6 + 8) bludgeoning damage, or 29 (6d6 + 8) bludgeoning damage if it was already prone.</text>
      <attack>Shield Charge||3d6+8</attack>
      </action>
    <description>The ordning for fire giants emphasizes not just strength but also skill at forgecraft. The foundry is the heart of any fire giant community. It is temple, school, proving ground, and political hub rolled into one.
Those who have brawn but little brain are usually consigned to the lowliest of tasks such as working forge bellows or moving coal. However, there is one role at which the strongest among them can excel and gain rank: the dreadnought.
Weapons of War.  Dreadnoughts are massively powerful fire giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with its two shields, the dreadnought can present a fiery wall to any attacker. When the dreadnought has finished, often all that is left of a foe is a smoking smear on the floor.
When not called on to fight, dreadnoughts maintain their strength by using their shields to shove huge quantities of coal, stone, or ore about the foundry. Occasionally, dreadnoughts are called on by their superiors to accompany a war or diplomatic delegation, The presence of the dreadnoughts presents a fierce face in either case.
Source: Volo's Guide to Monsters p. 147</description>
    <environment>underdark, mountain</environment>
    </monster>
  <monster>
      <name>Firenewt Warlock of Imix</name>
    <size>M</size>
    <type>humanoid (firenewt)</type>
    <alignment>Neutral Evil</alignment>
    <ac>10 (13 with mage armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>11</dex>
    <con>12</con>
    <int>9</int>
    <wis>11</wis>
    <cha>14</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Draconic, Ignan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
    <trait>
        <name>Amphibious</name>
      <text>The firenewt can breathe air and water.</text>
      </trait>
    <trait>
        <name>Imix's Blessing</name>
      <text>When the firenewt reduces an enemy to 0 hit points, the firenewt gains 5 temporary hit points.</text>
      </trait>
    <action>
        <name>Morningstar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 5 (1d8 + 1) piercing damage.</text>
      <attack>Morningstar|+3|1d8+1</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The firenewt's innate spellcasting ability is Charisma. It can innately cast mage armor (self only) at will, requiring no material components.</text>
      <text>At will: mage armor</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The firenewt is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): fire bolt, guidance, light, mage hand, prestidigitation</text>
      <text>• 2nd level (2 slots): burning hands, flaming sphere, hellish rebuke, scorching ray</text>
      </trait>
    <slots>2</slots>
    <spells>mage armor, fire bolt, guidance, light, mage hand, prestidigitation, burning hands, flaming sphere, hellish rebuke, scorching ray</spells>
    <description>In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.
Heat Seekers.  Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.
Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.
The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.
Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.
When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.
Religious Militants.  Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage.
Giant Striders.  Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.
Source: Volo's Guide to Monsters p. 143, Tomb of Annihilation</description>
    <environment>underdark, mountain, hill, desert</environment>
    </monster>
  <monster>
      <name>Firenewt Warrior</name>
    <size>M</size>
    <type>humanoid (firenewt)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (chain shirt, shield)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>13</dex>
    <con>12</con>
    <int>7</int>
    <wis>11</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Draconic, Ignan</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The firenewt can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The firenewt makes two attacks with its scimitar.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) slashing damage.</text>
      <attack>Scimitar|+3|1d6+1</attack>
      </action>
    <action>
        <name>Spit Fire (Recharges after a Short or Long Rest)</name>
      <text>The firenewt spits fire at a creature within 10 feet of it. The creature must make a DC 11 Dexterity saving throw, taking 9 (2d8) fire damage on a failed save, or half as much damage on a successful one</text>
      <attack>Spit Fire (Recharges after a Short or Long Rest)||2d8</attack>
      </action>
    <description>In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.
Heat Seekers.  Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.
Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.
The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.
Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.
When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.
Religious Militants.  Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage.
Giant Striders.  Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.
Source: Volo's Guide to Monsters p. 142, Tomb of Annihilation</description>
    <environment>underdark, mountain, hill, desert</environment>
    </monster>
  <monster>
      <name>Flail Snail</name>
    <size>L</size>
    <type>elemental</type>
    <alignment>Unaligned</alignment>
    <ac>16 (natural armor)</ac>
    <hp>52 (5d10+25)</hp>
    <speed>walk 10 ft.</speed>
    <str>17</str>
    <dex>5</dex>
    <con>20</con>
    <int>3</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune>fire, poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft., tremorsense 60 ft.</senses>
    <trait>
        <name>Antimagic Shell</name>
      <text>The snail has advantage on saving throws against spells, and any creature making a spell attack against the snail has disadvantage on the attack roll. If the snail succeeds on its saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6:</text>
      <text>1–2: If the spell affects an area or has multiple targets, it fails and has no effect. If the spell targets only the snail, it has no effect on the snail and is reflected back at the caster, using the spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.</text>
      <text>3–4: No additional effect.</text>
      <text>5–6: The snail's shell converts some of the spell's energy into a burst of destructive force. Each creature within 30 feet of the snail must make a DC 15 Constitution saving throw, taking 1d6 force damage per level of the spell on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <trait>
        <name>Flail Tentacles</name>
      <text>The flail snail has five flail tentacles. Whenever the snail takes 10 damage or more on a single turn, one of its tentacles dies. If even one tentacle remains, the snail regrows all dead ones within 1d4 days. If all its tentacles die, the snail retracts into its shell, gaining total cover, and it begins wailing, a sound that can be heard for 600 feet, stopping only when it dies 5d6 minutes later. Healing magic that restores limbs, such as the regenerate spell, can halt this dying process.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The flail snail makes as many flail tentacle attacks as it has flail tentacles, all against the same target.</text>
      </action>
    <action>
        <name>Flail Tentacle</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Flail Tentacle|+5|1d6+3</attack>
      </action>
    <action>
        <name>Scintillating Shell (Recharges after a Short or Long Rest)</name>
      <text>The snail's shell emits dazzling, colored light until the end of the snail's next turn. During this time, the shell sheds bright light in a 30-foot radius and dim light for an additional 30 feet, and creatures that can see the snail have disadvantage on attack rolls against it. In addition, any creature within the bright light and able to see the snail when this power is activated must succeed on a DC 15 Wisdom saving throw or be stunned until the light ends.</text>
      </action>
    <action>
        <name>Shell Defense</name>
      <text>The flail snail withdraws into its shell, gaining a +4 bonus to AC until it emerges. It can emerge from its shell as a bonus action on its turn.</text>
      </action>
    <description>A flail snail is a creature of elemental earth that is prized for its multi-hued shell. Hunters might be lulled into a false sense of confidence upon sighting this ponderous, seemingly nonhostile creature. If any other creature large enough to be a threat approaches too close, though, the snail unleashes a flash of scintillating light and then attacks with its mace-like tentacles.
Trail of Treasure.  Left undisturbed, a flail snail moves slowly along the ground, consuming everything on the surface, including rocks, sand, and soil, stopping to relish crystal growths and other large mineral deposits. It leaves behind a shimmering trail that quickly solidifies into a thin layer of a nearly transparent substance inedible to the snail. This glassy residue can be harvested and cut to form window panes of varying clearness. It can also be heated and spun into glass objects of other sorts. Some humanoids make a living from trailing flail snails to collect this glass.
Using the Shell of a Flail Snail. 
------
A flail snail shell, which weighs about 250 pounds, has numerous uses. One intact shell can sell for 5,000 gp.
Many hunters seek the shell for its antimagic properties. A skilled armorer can make three shields from one shell. For 1 month, each shield gives its wielder the snail's Antimagic Shell trait. When the shield's magic fades, it leaves behind an exotic shield that is the perfect item from which to make a spellguard shield.
A flail snail shell can also be used to make a robe of scintillating colors. The shell is ground and added to the dye while the garment is being fashioned. The powder is also a material component of the ritual that enchants the robe.
------
Source: Volo's Guide to Monsters p. 144, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>underdark, forest, swamp</environment>
    </monster>
  <monster>
      <name>Flind</name>
    <size>M</size>
    <type>humanoid (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (chain mail)</ac>
    <hp>127 (15d8+60)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>10</dex>
    <con>19</con>
    <int>11</int>
    <wis>13</wis>
    <cha>12</cha>
    <save>Con +8, Wis +5</save>
    <skill>Intimidation +5, Perception +5</skill>
    <passive>15</passive>
    <languages>Abyssal, Gnoll</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aura of Blood Thirst</name>
      <text>If the flind isn't incapacitated, any creature with the Rampage trait can make a bite attack as a bonus action while within 10 feet of the flind.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The flind makes three attacks: one with each of its different flail attacks or three with its longbow.</text>
      </action>
    <action>
        <name>Flail of Madness</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage, and the target must make a DC 16 Wisdom saving throw. On a failed save, the target must make a melee attack against a random target within its reach on its next turn. If it has no targets within its reach even after moving, it loses its action on that turn.</text>
      <attack>Flail of Madness|+9|1d10+5</attack>
      </action>
    <action>
        <name>Flail of Pain</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage plus 22 (4d10) psychic damage.</text>
      <attack>Flail of Pain|+9|1d10+5</attack>
      </action>
    <action>
        <name>Flail of Paralysis</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d10 + 5) bludgeoning damage, and the target must succeed on a DC 16 Constitution saving throw or be paralyzed until the end of its next turn.</text>
      <attack>Flail of Paralysis|+9|1d10+5</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 4 (1d8) piercing damage.</text>
      <attack>Longbow|+4|1d8</attack>
      </action>
    <description>A flind is an exceptionally strong and vicious gnoll that commands and directs the war band it is a part of. It wields a flail imbued with powerful magic by Yeenoghu himself.
A war band can have only one flind, and that creature sets a war band's path. Because of its special connection to Yeenoghu, a flind uses god-given omens and demonic insight to guide the gnolls toward weak prey ripe for slaughter.
Unlike other humanoid leaders that might skulk behind their minions, a flind leads the charge in battle. Its flail causes wracking pain, paralysis, and disorientation in those struck by it.
Source: Volo's Guide to Monsters p. 153</description>
    <environment>grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Froghemoth</name>
    <size>H</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>184 (16d12+80)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>23</str>
    <dex>13</dex>
    <con>20</con>
    <int>2</int>
    <wis>12</wis>
    <cha>5</cha>
    <save>Con +9, Wis +5</save>
    <skill>Perception +9, Stealth +5</skill>
    <passive>19</passive>
    <languages></languages>
    <cr>10</cr>
    <resist>fire, lightning</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The froghemoth can breathe air and water.</text>
      </trait>
    <trait>
        <name>Shock Susceptibility</name>
      <text>If the froghemoth takes lightning damage, it suffers several effects until the end of its next turn: its speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, it can't use reactions or Multiattack, and on its turn, it can use either an action or a bonus action, not both.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The froghemoth makes two attacks with its tentacles. It can also use its tongue or bite.</text>
      </action>
    <action>
        <name>Tentacle</name>
      <text>Melee Weapon Attack: +10 to hit, reach 20 ft., one target. 19 (3d8 + 6) bludgeoning damage, and the target is grappled (escape DC 16) if it is a Huge or smaller creature. Until the grapple ends, the froghemoth can't use this tentacle on another target. The froghemoth has four tentacles.</text>
      <attack>Tentacle|+10|3d8+6</attack>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. 22 (3d10 + 6) piercing damage, and the target is swallowed if it is a Medium or smaller creature. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the froghemoth, and takes 10 (3d6) acid damage at the start of each of the froghemoth's turns.</text>
      <attack>Bite|+10|3d10+6</attack>
      <text>The froghemoth's gullet can hold up to two creatures at a time. If the Froghemoth takes 20 damage or more on a single turn from a creature inside it, the Froghemoth must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, each of which falls prone in a space within 10 feet of the froghemoth. If the froghemoth dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 10 feet of movement, exiting prone.</text>
      </action>
    <action>
        <name>Tongue</name>
      <text>The Froghemoth targets one Medium or smaller creature that it can see within 20 feet of it. The target must make a DC 18 Strength saving throw. On a failed save, the target is pulled into an unoccupied space within 5 feet of the froghemoth, and the froghemoth can make a bite attack against it as a bonus action.</text>
      </action>
    <description>A froghemoth is an amphibious predator as big as an elephant. It lairs in swamps and has four tentacles, a thick rubbery hide, a fang-filled maw with a prehensile tongue, and an extendable stalk sporting three bulbous eyes that face in different directions.
Otherworldly Entities.  Froghemoths are creatures not of this world. A journal purportedly written long ago by the wizard Lum the Mad describes strange, cylindrical chambers of metal buried in the ground from which froghemoths emerged, but no reliable reports of the location of such places exist.
Hungry from Birth.  Every few years, a froghemoth can lay a fertile egg without mating. The froghemoth cares nothing for its egg, and might eat the hatchling. A young froghemoth's survival is most often predicated on its parent leaving it behind in indifference. A newborn froghemoth grows to full size over a period of months by indiscriminately preying on other creatures in its swampy domain. It learns to hide its enormous body in murky pools, keeping only its eyestalk above water to watch for passing creatures. When food comes within reach, the froghemoth erupts from its pool, tentacles and tongue flailing. It can grab several targets at once, keeping them at bay while it wraps its tongue around another one and pulls it in to be devoured.
Revered by Bullywugs.  If a bullywug tribe comes across a froghemoth, the bullywugs treat the froghemoth as a god and do all they can to coax the monster into their den. A froghemoth can be tamed (after a fashion) by offering it food, and bullywugs can communicate with it on a basic level, so the creature might eat only a few bullywugs before following the rest. Bullywugs gather food as tribute for it, provide it with a comfortable lair, fanatically protect it from harm, and try to ensure that any young froghemoth reaches maturity.
Source: Volo's Guide to Monsters p. 145, Tomb of Annihilation</description>
    <environment>underdark, swamp</environment>
    </monster>
  <monster>
      <name>Frost Giant Everlasting One</name>
    <size>H</size>
    <type>giant (frost giant)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (patchwork armor)</ac>
    <hp>189 (14d12+98)</hp>
    <speed>walk 40 ft.</speed>
    <str>25</str>
    <dex>9</dex>
    <con>24</con>
    <int>9</int>
    <wis>10</wis>
    <cha>12</cha>
    <save>Str +11, Con +11, Wis +4</save>
    <skill>Athletics +11, Perception +4</skill>
    <passive>14</passive>
    <languages>Giant</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>cold</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Extra Heads</name>
      <text>The giant has a 25 percent chance of having more than one head. If it has more than one, it has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The giant regains 10 hit points at the start of its turn. If the giant takes acid or fire damage, this trait doesn't function at the start of its next turn. The giant dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Vaprak's Rage (Recharges after a Short or Long Rest)</name>
      <text>As a bonus action, the giant can enter a rage at the start of its turn. The rage lasts for 1 minute or until the giant is incapacitated. While raging, the giant gains the following benefits:</text>
      <text>- The giant has advantage on Strength checks and Strength saving throws</text>
      <text>- When it makes a melee weapon attack, the giant gains a +4 bonus to the damage roll.</text>
      <text>- The giant has resistance to bludgeoning, piercing, and slashing damage.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two attacks with its greataxe.</text>
      </action>
    <action>
        <name>Greataxe</name>
      <text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. 26 (3d12 + 7) slashing damage, or 30 (3d12 + 11) slashing damage while raging.</text>
      <attack>Greataxe|+11|3d12+7</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +11 to hit, range 60/240 ft., one target. 29 (4d10 + 7) bludgeoning damage.</text>
      <attack>Rock|+11|4d10+7</attack>
      </action>
    <description>To hold its place or rise within the ordning, a frost giant must routinely face mighty foes in single combat. Some seek out magic that will aid them, but enchanted objects can be taken or lost. True greatness relies on personal prowess. Faced with this truth, a frost giant might seek a supernatural gift from Vaprak the Destroyer.
Troll Eater.  Frost giants mainly turn to Vaprak, a rapacious god of strength and hunger worshiped by ogres and trolls, out of desperation. Vaprak likes to tempt frost giants with dreams of glory followed by nightmares of bloody cannibalism. Those who don't shrink from such visions or report them to priests of Thrym receive more of the same. If a frost giant comes to relish these dreams and nightmares, as some do, Vaprak sets a troll upon a sacred quest to find the frost giant and meet it in secret. The troll offers up its own body to be devoured in Vaprak's name. Only the boldest and most determined frost giants can finish such a gory feast.
Vaprak's Blessing.  After devouring the troll sent by Vaprak, bones and all, a frost giant becomes an everlasting one, gaining tremendous strength, an ill temper, and a troll's regenerative ability. With these gifts, the frost giant can swiftly claim the title of jarl and easily fend off rivals for decades. However, if the frost giant doesn't give enough honor to Vaprak or fails to heed Vaprak's visions, injuries the frost giant sustains heal wrong, often resulting in discolored skin, warty scars, and vestigial body parts, such as extra digits, limbs, and even extra heads. The touch of Vaprak can no longer be hidden then, and the everlasting one is either killed or exiled by its clan. Sometimes small communities of everlasting ones gather and even reproduce, passing the "blessing" and worship of Vaprak from one generation to the next.
Source: Volo's Guide to Monsters p. 148</description>
    <environment>coastal, arctic</environment>
    </monster>
  <monster>
      <name>Gauth</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>67 (9d8+27)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>16</con>
    <int>15</int>
    <wis>15</wis>
    <cha>13</cha>
    <save>Int +5, Wis +5, Cha +4</save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>Deep Speech, Undercommon</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Stunning Gaze</name>
      <text>When a creature that can see the gauth's central eye starts its turn within 30 feet of the gauth, the gauth can force it to make a DC 14 Wisdom saving throw if the gauth isn't incapacitated and can see the creature. A creature that fails the save is stunned until the start of its next turn, when it can avert its eyes again. If the creature looks at the gauth in the meantime, it must immediately make the save.</text>
      </trait>
    <trait>
        <name>Death Throes</name>
      <text>When the gauth dies, the magical energy within it explodes, and each creature within 10 feet of it must make a DC 14 Dexterity saving throw, taking 13 (3d8) force damage on a failed save, or half as much damage on a successful one.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. 9 (2d8) piercing damage.</text>
      <attack>Bite|+8|2d8</attack>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The gauth shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
      <text>1. Devour Magic Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or have one of its magic items lose all magical properties until the start of the gauth's next turn. If the object is a charged item, it also loses 1d4 charges. Determine the affected item randomly, ignoring single-use items such as potions and scrolls.</text>
      <text>2. Enervation Ray: The targeted creature must make a DC 14 Constitution saving throw, taking 18 (4d8) necrotic damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Eye Rays||4d8</attack>
      <text>3. Pushing Ray: The targeted creature must succeed on a DC 14 Strength saving throw or be pushed up to 15 feet directly away from the gauth and have its speed halved until the start of the gauth's next turn.</text>
      <text>4. Fire Ray: The targeted creature must succeed on a DC 14 Dexterity saving throw or take 22 (4d10) fire damage.</text>
      <attack>Eye Rays||4d10</attack>
      <text>5. Paralyzing Ray: The targeted creature must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>6. Sleep Ray: The targeted creature must succeed on a DC 14 Wisdom saving throw or fall asleep and remain unconscious for 1 minute. The target awakens if it takes damage or another creature takes an action to wake it. This ray has no effect on constructs and undead.</text>
      </action>
    <description>A gauth is a hungry, tyrannical beholder-like creature that eats magic and tries to exact tribute from anything weaker than itself. Its body is about 4 feet in diameter, with six eyestalks, a central eye (sometimes surrounded by multiple smaller eyes), and four small grasping tentacles near its mouth. It has color and texture variations similar to a true beholder.
Magical Metabolism.  A gauth can survive on meat but prefers to sustain itself with power drained from magic objects. If starved of magic for several weeks, it is forced back to its home plane, so it constantly seeks new items to drain. A gauth might employ creatures to serve it by bringing it items that provide it with sustenance.
Accidental Summoning.  When the ritual to summon a spectator goes wrong, a gauth might push itself through the flawed connection, arriving immediately or several minutes later. It might present itself as a beholder to ignorant creatures in an attempt to intimidate them, or as a spectator to its summoner in order to drain magic items it is expected to guard.
Inferior Tyrant.  A beholder usually drives away or kills any gauths that enter its territory, but it might choose to enslave them and use them as lieutenants. Gauths are less xenophobic than beholders, so they might form small clusters and work together, though they're just as likely to ignore each other entirely.
Source: Volo's Guide to Monsters p. 125</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Gazer</name>
    <size>T</size>
    <type>aberration</type>
    <alignment>Neutral Evil</alignment>
    <ac>13</ac>
    <hp>13 (3d4+6)</hp>
    <speed>walk 0 ft., fly 30 ft.</speed>
    <str>3</str>
    <dex>17</dex>
    <con>14</con>
    <int>3</int>
    <wis>10</wis>
    <cha>7</cha>
    <save>Wis +2</save>
    <skill>Perception +4, Stealth +5</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the gazer can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The gazer can mimic simple sounds of speech it has heard, in any language. A creature that hears the sounds can tell they are imitations with a successful DC 10 Wisdom (Insight) check.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 1 piercing damage.</text>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The gazer shoots two of the following magical eye rays at random (reroll duplicates), choosing one or two targets it can see within 60 feet of it:</text>
      <text>1. Dazing Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be charmed until the start of the gazer's next turn. While the target is charmed in this way, its speed is halved, and it has disadvantage on attack rolls.</text>
      <text>2. Fear Ray: The targeted creature must succeed on a DC 12 Wisdom saving throw or be frightened until the start of the gazer's next turn.</text>
      <text>3. Frost Ray: The targeted creature must succeed on a DC 12 Dexterity saving throw or take 10 (3d6) cold damage.</text>
      <attack>Eye Rays||3d6</attack>
      <text>4. Telekinetic Ray: If the target is a creature that is Medium or smaller, it must succeed on a DC 12 Strength saving throw or be moved up to 30 feet directly away from the gazer.</text>
      <text>If the target is an object weighing 10 pounds or less that isn't being worn or carried, the gazer moves it up to 30 feet in any direction. The gazer can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a container.</text>
      </action>
    <action>
        <name>Variant: Gazer Familiar</name>
      <text>Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.</text>
      <text>Familiar. The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.</text>
      </action>
    <description>A gazer is a tiny manifestation of a beholder's dreams. It resembles the beholder who dreamed it into existence, but its body is only 8 inches wide, and it has only four eyestalks. It follows its creator like a devoted, aggressive puppy, and sometimes small packs of these creatures patrol their master's lair for vermin to kill and lone creatures to harass.
Nuisance Pet.  A gazer can't speak any languages but can approximate mimicking words and sentences in a high-pitched, mocking manner. Beholders find gazers amusing and tolerate their presence like spoiled pets. A gazer can't be tamed by anyone but its creator, except through the use of magic or by bonding with a spellcaster (see sidebar). Some beholders with wizard minions insist they take a gazer as a familiar because they can see through the eyes of these creatures.
Aggressive Vermin-Eater.  A wild gazer (one living separately from a beholder) is territorial, eats bugs and small animals, and is known for playing with its food. A lone gazer avoids picking fights with creatures that are Medium or larger, but a pack of them might take on larger prey. A gazer might follow humanoids in its territory, noisily mimicking their speech and generally being a nuisance, until they leave the area, but it flees if confronted by something it can't kill.
Variant: Gazer Familiar. Spellcasters who are interested in unusual familiars find that gazers are eager to serve someone who has magical power, especially those who make a point of bullying and harassing others. The gazer behaves aggressively toward creatures smaller than itself, and it tends to randomly attack house pets, farm animals, and even children in town unless its master is very strict. A gazer serving as a familiar has the following trait.
Familiar.  The gazer can serve another creature as a familiar, forming a telepathic bond with its willing master, provided that the master is at least a 3rd-level spellcaster. While the two are bonded, the master can sense what the gazer senses as long as they are within 1 mile of each other. If its master causes it physical harm, the gazer will end its service as a familiar, breaking the telepathic bond.
Source: Volo's Guide to Monsters p. 126, Waterdeep: Dragon Heist</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Giant Strider</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>22 (3d10+6)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>14</con>
    <int>4</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages></languages>
    <cr>1</cr>
    <resist></resist>
    <immune>fire</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Fire Absorption</name>
      <text>Whenever the giant strider is subjected to fire damage, it takes no damage and regains a number of hit points equal to half the fire damage dealt.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <action>
        <name>Fire Burst (Recharge 5-6)</name>
      <text>The giant strider hurls a gout of flame at a point it can see within 60 feet of it. Each creature in a 10-foot-radius sphere centered on that point must make a DC 12 Dexterity saving throw, taking 14 (4d6) fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners, and it ignites flammable objects in that area that aren't being worn or carried.</text>
      <attack>Fire Burst (Recharge 5-6)||4d6</attack>
      </action>
    <description>In regions that contain hot springs, volcanic activity, or similar hot and wet conditions, firenewts might be found. These humanoid amphibians live in a militaristic theocracy that reveres elemental fire in its worst incarnation.
Heat Seekers.  Firenewts need hot water to live and breed. A firenewt becomes sluggish, mentally and physically, after spending a week away from an external source of moist heat. A prolonged lack of heat can shut down a firenewt community, as the creatures within go into hibernation and their eggs stop developing.
Firenewts delve for sources of heat in the earth, such as boiling mud and hot springs, that make ideal places to settle. Through excavation and mining in the area, they fashion living space and obtain an ample supply of minerals for other uses, such as smelting, smithing, and alchemy. A firenewt lair features a network of channels and sluices to circulate hot liquid through the settlement.
The alchemy practiced by firenewts focuses on fire. One of their favorite mixtures is a paste of sulfur, mineral salts, and oil. Firenewts chew this blend habitually, because doing so produces a pleasant internal heat and it enables a firenewt to vomit forth a small ball of flame. Most firenewts carry a container with this mixture in it.
Warlocks of Imix command warriors to prove their worth by going on raids to bring back treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness are sacrificed to Imix and then eaten. Those that are deemed capable of mining and performing other chores around the lair are kept as slaves for a while before meeting the same fate.
When firenewts muster for war, rather than merely staging occasional raids, they take no prisoners. Their goal is nothing less than the annihilation of their foes—and they reserve their greatest animosity for others of their kind. If two groups of firenewts come upon each other, it's likely that they're in competition for the same territory, and a bloody battle is the usual result.
Religious Militants.  Firenewt society and culture are based on the worship of Imix, the Prince of Evil Fire. This veneration of Imix leads firenewts to be aggressive, wrathful, and cruel. Firenewt warlocks of Imix teach that by demonstrating these qualities, a firenewt warrior in combat can become "touched by the Fire Lord," entering a nearly unstoppable battle rage.
Giant Striders.  Firenewts have a close relationship with a type of monstrous beast they believe Imix sent to aid them-borne out by the creatures' ability to send a gout of flame against distant enemies. Called giant striders, these monsters appear birdlike and reptilian, but are truly neither. Firenewts provide shelter, food, and breeding grounds in their lairs for giant striders, and the striders voluntarily serve as mounts for elite fire newt soldiers.
Source: Volo's Guide to Monsters p. 143, Tomb of Annihilation</description>
    <environment>underdark, mountain, hill</environment>
    </monster>
  <monster>
      <name>Girallon</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>13</ac>
    <hp>59 (7d10+21)</hp>
    <speed>walk 40 ft., climb 40 ft.</speed>
    <str>18</str>
    <dex>16</dex>
    <con>16</con>
    <int>5</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +3, Stealth +5</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the girallon can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The girallon makes five attacks: one with its bite and four with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 7 (1d6 + 4) piercing damage.</text>
      <attack>Bite|+6|1d6+4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit. reach 10 ft., one target. 7 (1d6 + 4) slashing damage.</text>
      <attack>Claw|+6|1d6+4</attack>
      </action>
    <description>A girallon looks like an oversized, four-armed ape with gray skin and white fur. Its fangs and claws set it apart from a normal ape, revealing it to be a monstrous predator.
Forest Hunters.  Girallons are most common in temperate or warm forest environments abundant with life. They share the ape's adeptness at climbing, although these half-ton creatures shy away from scaling trees that can't support their bulk. Instead, they stalk the forest floor, lurk in narrow ravines or shallow caves, or hide in ruined sites while waiting for prey to come near. A girallon is surprisingly stealthy, considering its size and its lack of camouflage.
Girallons form loose bands of several individuals and their offspring, usually led by a dominant adult that also tends to be the oldest member of the group. When on the hunt away from their lair, girallons use roars and body language to communicate with one another over distance. Each individual typically hunts alone and widely separated from the others, to ensure that everyone gets adequate fodder. The leader might organize members to work together to make a big kill. If they succeed, everyone in the group shares the spoils, with the best parts going to mothers caring for their young.
In the time since then, numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, yuan-ti enslave girallons, turning them into border sentinels for their serpent kingdoms. Because girallons are known to be peaceful among their own kind, some humanoids have learned how to approach a group's leader, offering food and other gifts in hopes of establishing an alliance with the creatures.
Girallons that are well treated might be willing to serve as guards, though they lack the intelligence to take on tasks more complicated than attacking strangers that enter their domain. If one is taken young and properly trained, a girallon could end up in a seemingly unlikely place, such as guarding the entrance to a city's thieves' guild. Those who would keep a girallon as a pet must always be wary, because the creature could revert to its predatory nature at any time.
Wall Climbers.  The ruins of humanoid habitations, especially those found in deep forests and jungles, seem to attract girallons. They move effortlessly along stairs and balconies, as well as on the sloped rooftops and buttresses of such formations. To a girallon, a city's buildings are just another sort of forest-and better yet, one whose uppermost "branches" can easily support the creatures. In such a setting, the girallons take full advantage of their skill in climbing. The creatures can easily scale walls and battlements, and they perch on tower tops and other high vantages to keep an eye on the surrounding area.
Magical Origin.  The social habits of wild girallons are unusual for apes, as is their instinctive attraction to humanoid structures. These facts, together with the girallon's appearance, lead sages to believe that girallons were created through magic to serve as guardians for some lost empire. When that empire fell ages ago, girallons turned feral and spread out across the world.
Source: Volo's Guide to Monsters p. 152, Tomb of Annihilation, Infernal Machine Rebuild</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Gnoll Flesh Gnawer</name>
    <size>M</size>
    <type>humanoid (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (studded leather armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>14</dex>
    <con>12</con>
    <int>8</int>
    <wis>10</wis>
    <cha>8</cha>
    <save>Dex +4</save>
    <skill></skill>
    <passive>10</passive>
    <languages>Gnoll</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gnoll makes three attacks: one with its bite and two with its shortsword.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sudden Rush</name>
      <text>Until the end of the turn, the gnoll's speed increases by 60 feet and it doesn't provoke opportunity attacks.</text>
      </action>
    <description>If any group of gnolls could be said to be more feral than the others, that distinction would go to the flesh gnawers. These gnolls eschew the use of ranged weapons in favor of short blades that they wield with speed and efficiency. In the thick of a fight, they are capable of dashing across the field, slashing and snarling as they run down stragglers and finish off wounded foes.
Source: Volo's Guide to Monsters p. 154</description>
    <environment>grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Gnoll Hunter</name>
    <size>M</size>
    <type>humanoid (gnoll)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>22 (4d8+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>12</con>
    <int>8</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages>Gnoll</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the gnoll reduces a creature to 0 hit points with a melee attack on its turn, the gnoll can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The gnoll makes two melee attacks with its spear or two ranged attacks with its longbow.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage when used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <action>
        <name>Longbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage, and the target's speed is reduced by 10 feet until the end of its next turn.</text>
      <attack>Longbow|+4|1d8+2</attack>
      </action>
    <description>Hunters are the stealthiest gnolls in a war band, and they put their talents to use on the battlefield in a number of ways. In the vanguard of a war band, hunters creep around, picking off isolated opposition while clearing the way for the rest of the force to run roughshod over the enemy's territory.
Hunters are particularly skilled with the longbow, and they fire arrows with viciously barbed heads. Even when a hunter doesn't kill its target with its first shot, the arrow strike brings so much pain that the victim is hobbled in its attempt to run away. When a hunter on the prowl finds prey and isn't concerned about remaining stealthy, it sounds a horn crafted from bone that produces a keening wail similar to a banshee's yell.
Source: Volo's Guide to Monsters p. 154</description>
    <environment>grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Gnoll Witherling</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (natural armor)</ac>
    <hp>11 (2d8+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>8</dex>
    <con>12</con>
    <int>5</int>
    <wis>5</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>7</passive>
    <languages>understands Gnoll but can't speak</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When the witherling reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The witherling makes two attacks: one with its bite and one with its club, or two with its club.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Bite|+4|1d4+2</attack>
      </action>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Club|+4|1d4+2</attack>
      </action>
    <reaction>
        <name>Vengeful Strike</name>
      <text>In response to a gnoll being reduced to 0 hit points within 30 feet of the witherling, the witherling makes a melee attack.</text>
      </reaction>
    <description>Sometimes gnolls turn against each other, perhaps to determine who rules a war band or because of extreme starvation. Even under ordinary circumstances, gnolls that are deprived of victims for too long can't control their hunger and violent urges. Eventually, they fight among themselves.
The survivors devour the flesh of their slain comrades but preserve the bones. Then, by invoking rituals to Yeenoghu, they bring the remains back to a semblance of life in the form of a gnoll witherling.
Witherlings act much as gnolls do in life, traveling with their comrades and trying to kill anything in their path. They don't eat and aren't motivated by hunger, leaving more flesh for the rest of the war band. Gnoll witherlings are incapable of wielding any weapon more sophisticated than a simple club.
Undead Nature.  A gnoll witherling doesn't require air, food, drink, or sleep.
I heard a warlock sought to magically turn the last witherlings of a destroyed gnoll war band into his own strike force against foes. That worked well until Yeenoghu sent seven war bands after him.
-Volo
Source: Volo's Guide to Monsters p. 155</description>
    <environment>grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Green Guard Drake</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>understands Draconic but can't speak it</languages>
    <cr>2</cr>
    <resist>poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The guard drake can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The drake attacks twice, once with its bite and once with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Tail|+5|1d6+3</attack>
      </action>
    <description>A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.
Gifts from Dragons.  The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.
Eager to Learn.  A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.
Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.
Black Guard Drake.  A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake.  A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake.  A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake.  A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake.  A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Source: Volo's Guide to Monsters p. 158</description>
    <environment>forest, urban</environment>
    </monster>
  <monster>
      <name>Grung</name>
    <size>S</size>
    <type>humanoid (grung)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>11 (2d6+4)</hp>
    <speed>walk 25 ft., climb 25 ft.</speed>
    <str>7</str>
    <dex>14</dex>
    <con>15</con>
    <int>10</int>
    <wis>11</wis>
    <cha>10</cha>
    <save>Dex +4</save>
    <skill>Athletics +2, Perception +2, Stealth +4, Survival +2</skill>
    <passive>12</passive>
    <languages>Grung</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The grung can breathe air and water.</text>
      </trait>
    <trait>
        <name>Poisonous Skin</name>
      <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      <attack>Dagger||2d4</attack>
      </action>
    <action>
        <name>Variant: Grung Poison</name>
      <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
      <text>Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.</text>
      <text>Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.</text>
      <text>Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.</text>
      <text>Red. The poisoned creature must use its action to eat if food is within reach.</text>
      <text>Orange. The poisoned creature is frightened of its allies.</text>
      <text>Gold. The poisoned creature is charmed and can speak Grung.</text>
      </action>
    <description>Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Tree-Dwelling Amphibians.  Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.
Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)
Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)
Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
Sentient, poisonous frogs that live in trees. Truly, the gods hate us.
-Volo
Castes and Colors.  Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Naturally Toxic.  All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.
Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.
Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Source: Volo's Guide to Monsters p. 156, Tomb of Annihilation</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Grung Elite Warrior</name>
    <size>S</size>
    <type>humanoid (grung)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13</ac>
    <hp>49 (9d6+18)</hp>
    <speed>walk 25 ft., climb 25 ft.</speed>
    <str>7</str>
    <dex>16</dex>
    <con>15</con>
    <int>10</int>
    <wis>11</wis>
    <cha>12</cha>
    <save>Dex +5</save>
    <skill>Athletics +2, Perception +2, Stealth +5, Survival +2</skill>
    <passive>12</passive>
    <languages>Grung</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The grung can breathe air and water.</text>
      </trait>
    <trait>
        <name>Poisonous Skin</name>
      <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      <attack>Dagger||2d4</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      <attack>Shortbow||2d4</attack>
      </action>
    <action>
        <name>Mesmerizing Chirr (Recharge 6)</name>
      <text>The grung makes a chirring noise to which grungs are immune. Each humanoid or beast that is within 15 feet of the grung and able to hear it must succeed on a DC 12 Wisdom saving throw or be stunned until the end of the grung's next turn.</text>
      </action>
    <action>
        <name>Variant: Grung Poison</name>
      <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
      <text>Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.</text>
      <text>Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.</text>
      <text>Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.</text>
      <text>Red. The poisoned creature must use its action to eat if food is within reach.</text>
      <text>Orange. The poisoned creature is frightened of its allies.</text>
      <text>Gold. The poisoned creature is charmed and can speak Grung.</text>
      </action>
    <description>Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Tree-Dwelling Amphibians.  Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.
Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)
Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)
Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
Sentient, poisonous frogs that live in trees. Truly, the gods hate us.
-Volo
Castes and Colors.  Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Naturally Toxic.  All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.
Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.
Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Source: Volo's Guide to Monsters p. 157, Tomb of Annihilation</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Grung Wildling</name>
    <size>S</size>
    <type>humanoid (grung)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (16 with barkskin)</ac>
    <hp>27 (5d6+10)</hp>
    <speed>walk 25 ft., climb 25 ft.</speed>
    <str>7</str>
    <dex>16</dex>
    <con>15</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save>Dex +5</save>
    <skill>Athletics +2, Perception +4, Stealth +5, Survival +4</skill>
    <passive>14</passive>
    <languages>Grung</languages>
    <cr>1</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The grung can breathe air and water.</text>
      </trait>
    <trait>
        <name>Poisonous Skin</name>
      <text>Any creature that grapples the grung or otherwise comes into direct contact with the grung's skin must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A poisoned creature no longer in direct contact with the grung can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </trait>
    <trait>
        <name>Standing Leap</name>
      <text>The grung's long jump is up to 25 feet and its high jump is up to 15 feet, with or without a running start.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
      <attack>Dagger|+5|1d4+3</attack>
      <attack>Dagger||2d4</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage, and the target must succeed on a DC 12 Constitution saving throw or take 5 (2d4) poison damage.</text>
      <attack>Shortbow|+5|1d6+3</attack>
      <attack>Shortbow||2d4</attack>
      </action>
    <action>
        <name>Variant: Grung Poison</name>
      <text>Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies. A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.</text>
      <text>Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.</text>
      <text>Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.</text>
      <text>Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.</text>
      <text>Red. The poisoned creature must use its action to eat if food is within reach.</text>
      <text>Orange. The poisoned creature is frightened of its allies.</text>
      <text>Gold. The poisoned creature is charmed and can speak Grung.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The grung is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It knows the following ranger spells:</text>
      <text>• 1st level (4 slots): cure wounds, jump</text>
      <text>• 2nd level (3 slots): barkskin, spike growth</text>
      <text>• 3rd level (2 slots): plant growth</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>cure wounds, jump, barkskin, spike growth, plant growth</spells>
    <description>Grungs are aggressive frog-like humanoids found in rain forests and tropical jungles. They are fiercely territorial and see themselves as superior to most other creatures.
Tree-Dwelling Amphibians.  Grungs live in trees and prefer shade. A grung hatchery is maintained in well-guarded ground-level pools. About three months after hatching, a grung tadpole takes on the shape of an adult. It takes another six to nine months for a grung juvenile to reach maturity.
Green grungs are the tribe's warriors, hunters, and laborers, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders. (Use the grung stat block to represent members of the green, blue, and purple castes.)
Red grungs are the tribe's scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status. (Use the grung wildling stat block to represent members of the red caste.)
Higher castes include orange grungs, which are elite warriors that have authority over all lesser grungs, and gold grungs, which hold the highest leadership positions. A tribe's sovereign is always a gold grung. (Use the grung elite warrior stat block to represent members of the orange and gold castes.)
A grung normally remains in its caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an elevated grung changes color and is inducted into its new caste in the same way that a juvenile of the caste would be. From then on, the grung and its progeny are members of the higher caste.
Sentient, poisonous frogs that live in trees. Truly, the gods hate us.
-Volo
Castes and Colors.  Grung society is a caste system. Each caste lays eggs in a separate hatching pool, and juvenile grungs join their caste upon emergence from the hatchery. All grungs are a dull greenish gray when they are born, but each individual takes on the color of its caste as it grows to adulthood.
Naturally Toxic.  All grungs secrete a substance that is harmless to them but poisonous to other creatures. A grung also uses venom to poison its weapons.
Slavers. Grungs are always on the lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them lethargic and compliant. A creature afflicted in this way over a long period of time becomes a shell of its former self and can be restored to normalcy only by magic.
Water Dependency. A grung that fails to immerse itself in water for at least 1 hour during a day suffers one level of exhaustion at the end of that day. A grung can recover from this exhaustion only through magic or by immersing itself in water for at least 1 hour.
Variant: Grung Poison. Grung poison loses its potency 1 minute after being removed from a grung. A similar breakdown occurs if the grung dies.
A creature poisoned by a grung can suffer an additional effect that varies depending on the grung's skin color. This effect lasts until the creature is no longer poisoned by the grung.
Green. The poisoned creature can't move except to climb or make standing jumps. If the creature is flying, it can't take any actions or reactions unless it lands.
Blue. The poisoned creature must shout loudly or otherwise make a loud noise at the start and end of its turn.
Purple. The poisoned creature feels a desperate need to soak itself in liquid or mud. It can't take actions or move except to do so or to reach a body of liquid or mud.
Red. The poisoned creature must use its action to eat if food is within reach.
Orange. The poisoned creature is frightened of its allies.
Gold. The poisoned creature is charmed and can speak Grung.
Source: Volo's Guide to Monsters p. 157, Tomb of Annihilation</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Hadrosaurus</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>11 (natural armor)</ac>
    <hp>19 (3d10+3)</hp>
    <speed>walk 40 ft.</speed>
    <str>15</str>
    <dex>10</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (1d10 + 2) bludgeoning damage.</text>
      <attack>Tail|+4|1d10+2</attack>
      </action>
    <description>A hadrosaurus is a semi-quadrupedal herbivore recognizable by its bony head crests. If raised as a hatchling, it can be trained to carry a Small or Medium rider.
Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation</description>
    <environment>grassland, swamp</environment>
    </monster>
  <monster>
      <name>Hobgoblin Devastator</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Lawful Evil</alignment>
    <ac>13 (studded leather armor)</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>14</con>
    <int>16</int>
    <wis>13</wis>
    <cha>11</cha>
    <save></save>
    <skill>Arcana +5</skill>
    <passive>11</passive>
    <languages>Common, Goblin</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Arcane Advantage</name>
      <text>Once per turn, the hobgoblin can deal an extra 7 (2d6) damage to a creature it hits with a damaging spell attack if that target is within 5 feet of an ally of the hobgoblin and that ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Army Arcana</name>
      <text>When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving throw, it can choose itself and any number of allies to be immune to the damage caused by the spell and to succeed on the required saving throw.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 4 (1d6 + 1) bludgeoning damage, or 5 (1d8 + 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+3|1d6+1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The hobgoblin is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, fire bolt, ray of frost, shocking grasp</text>
      <text>• 1st level (4 slots): fog cloud, magic missile, thunderwave</text>
      <text>• 2nd level (3 slots): gust of wind, Melf's acid arrow, scorching ray</text>
      <text>• 3rd level (3 slots): fireball, fly, lightning bolt</text>
      <text>• 4th level (1 slots): ice storm</text>
      </trait>
    <slots>4, 3, 3, 1</slots>
    <spells>acid splash, fire bolt, ray of frost, shocking grasp, fog cloud, magic missile, thunderwave, gust of wind, Melf's acid arrow, scorching ray, fireball, fly, lightning bolt, ice storm</spells>
    <description>In hobgoblin society, the Academy of Devastation identifies hobgoblins with a talent for magic and puts them through a grueling training regimen that endows them with the ability to call down fireballs and other destructive magic on the host's behalf. A hobgoblin devastator on the battlefield is simultaneously a boon to all its allies and a threat to every foe around it.
Into the Fray.  While other cultures treat their wizards as cloistered academics, hobgoblins expect their spellcasters to fight. Devastators learn the basics of weapon use, and they measure their deeds by the enemies defeated though their magic.
Devastators have the respect of other members of the host, and they receive obedience and deference from many quarters. Their ability to lay waste to entire formations with a single use of magic allows them to gain far more glory in battle than a single warrior.
Other cultures might view the use of such abilities as a short cut to glory, but to hobgoblins a gift for magic is as valued and useful as a strong sword arm or brilliance in tactics. They are all boons from Maglubiyet that must be cultivated and unleashed upon the enemy.
The Academy of Devastation believes that an academic approach to magic is a sign of weakness and inefficiency. A warrior doesn't need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their superiority in battle by seeking out enemy spellcasters and destroying them.
Only Results Matter.  Devastators study a simplified form of evocation magic. Their training lacks the theory and context that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works.
Source: Volo's Guide to Monsters p. 161</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Hobgoblin Iron Shadow</name>
    <size>M</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 40 ft.</speed>
    <str>14</str>
    <dex>16</dex>
    <con>15</con>
    <int>14</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Acrobatics +5, Athletics +4, Stealth +5</skill>
    <passive>12</passive>
    <languages>Common, Goblin</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Unarmored Defense</name>
      <text>While the hobgoblin is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The hobgoblin makes four attacks, each of which can be an unarmed strike or a dart attack. It can also use Shadow Jaunt once, either before or after one of the attacks.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) bludgeoning damage.</text>
      <attack>Unarmed Strike|+5|1d4+3</attack>
      </action>
    <action>
        <name>Dart</name>
      <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dart|+5|1d4+3</attack>
      </action>
    <action>
        <name>Shadow Jaunt</name>
      <text>The hobgoblin magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see. Both the space it is leaving and its destination must be in dim light or darkness.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The hobgoblin is a 2nd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). It has the following wizard spells prepared:</text>
      <text>Cantrips (at will): minor illusion, prestidigitation, true strike</text>
      <text>• 1st level (3 slots): charm person, disguise self, expeditious retreat, silent image</text>
      </trait>
    <slots>3</slots>
    <spells>minor illusion, prestidigitation, true strike, charm person, disguise self, expeditious retreat, silent image</spells>
    <description>The Iron Shadows are hobgoblin monks that serve as secret police, scouts, and assassins. Among other hobgoblins, they spy to ferret out treachery, rebellion, and betrayal.
Trained in Secret.  Iron Shadows are recruited from across the hobgoblin ranks. Each member keeps her eyes open for potential recruits, those whose agility and stamina are matched only by an ironclad commitment to Maglubiyet's will.
A candidate for admission undergoes a series of tests designed to reveal any potential for treachery. Those who fail are slain, while those who pass receive secret training in the magical and martial arts. This indoctrination is a slow and arduous process; many aspirants don't finish it, and years might go by during which the Iron Shadows welcome no new members into their ranks. While a recruit is in training, it serves the Iron Shadows by looking for and reporting suspicious behavior.
Their masks also signify the supposed origin of their fighting techniques. The priests of Maglubiyet teach that the Great One stole the secrets of shadows from an archdevil, allowing his followers to conceal their identities, walk between shadows, and craft illusions to confuse and confound their enemies.
Masters of Shadow and Fist.  When a recruit's training is complete, she is ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct assassinations and spy missions, both against enemies and among goblinoids. These missions are ordained by the clerics of Maglubiyet, who keep a careful eye on the goblinoid community to ensure that it functions according to Maglubiyet's will.
Masked Devils.  Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes.
Source: Volo's Guide to Monsters p. 162</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Illithilich</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>17 (natural armor)</ac>
    <hp>135 (18d8+54)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>16</con>
    <int>20</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Con +10, Int +12, Wis +9</save>
    <skill>Arcana +19, History +12, Insight +9, Perception +9</skill>
    <passive>19</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>22</cr>
    <resist>cold, lightning, necrotic</resist>
    <immune>poison; bludgeoning, piercing, slashing from nonmagical attacks</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
    <senses>truesight 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the illithilich fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Rejuvenation</name>
      <text>If it has a phylactery, a destroyed illithilich gains a new body in 1d10 days, regaining all its hit points and becoming active again. The new body appears within 5 feet of the phylactery.</text>
      </trait>
    <trait>
        <name>Turn Resistance</name>
      <text>The illithilich has advantage on saving throws against any effect that turns undead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The illithilich has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Paralyzing Touch</name>
      <text>Melee Spell Attack: +12 to hit, reach 5 ft., one creature. 10 (3d6) cold damage. The target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Paralyzing Touch|+12|3d6</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+12|3d10+5</attack>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+12|10d10</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The illithilich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||5d8+5</attack>
      </action>
    <legendary>
        <text>The undead can take 4 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The undead regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Tentacles</name>
      <text>The illithilich makes one attack with its tentacles.</text>
      </legendary>
    <legendary>
        <name>Extract Brain (Costs 2 Actions)</name>
      <text>The illithilich uses Extract Brain.</text>
      </legendary>
    <legendary>
        <name>Mind Blast (Costs 3 Actions)</name>
      <text>The illithilich recharges its Mind Blast and uses it.</text>
      </legendary>
    <legendary>
        <name>Cast Spell (Costs 1–3 Actions)</name>
      <text>The illithilich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the illithilich can take a lair action to cause one of the following magical effects; the illithilich can't use the same effect two rounds in a row:</text>
      <text>• The illithilich rolls a d8 and regains a spell slot of that level or lower. If it has no spent spell slots of that level or lower, nothing happens.</text>
      <text>• The illithilich targets one creature it can see within 30 feet of it. A crackling cord of negative energy tethers the illithilich to the target. Whenever the illithilich takes damage, the target must make a DC 18 Constitution saving throw. On a failed save, the illithilich takes half the damage (rounded down), and the target takes the remaining damage. This tether lasts until initiative count 20 on the next round or until the illithilich or the target is no longer in the illithilich's lair.</text>
      <text>• The illithilich calls forth the spirits of creatures that died in its lair. These apparitions materialize and attack one creature that the illithilich can see within 60 feet of it. The target must succeed on a DC 18 Constitution saving throw, taking 52 (15d6) necrotic damage on a failed save, or half as much damage on a success. The apparitions then disappear.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The illithilich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: dominate monster, plane shift (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The illithilich is an 18th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 20, +12 to hit with spell attacks). The lich has the following wizard spells prepared:</text>
      <text>Cantrips (at will): mage hand, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): detect magic, magic missile, shield, thunderwave</text>
      <text>• 2nd level (3 slots): detect thoughts, invisibility, Melf's acid arrow, mirror image</text>
      <text>• 3rd level (3 slots): animate dead, counterspell, dispel magic, fireball</text>
      <text>• 4th level (3 slots): blight, dimension door</text>
      <text>• 5th level (3 slots): cloudkill, scrying</text>
      <text>• 6th level (1 slots): disintegrate, globe of invulnerability</text>
      <text>• 7th level (1 slots): finger of death, plane shift</text>
      <text>• 8th level (1 slots): dominate monster, power word stun</text>
      <text>• 9th level (1 slots): power word kill</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>detect thoughts, levitate, dominate monster, plane shift, mage hand, prestidigitation, ray of frost, detect magic, magic missile, shield, thunderwave, detect thoughts, invisibility, Melf's acid arrow, mirror image, animate dead, counterspell, dispel magic, fireball, blight, dimension door, cloudkill, scrying, disintegrate, globe of invulnerability, finger of death, plane shift, dominate monster, power word stun, power word kill</spells>
    <description>Mind flayers that pursue arcane magic are exiled as deviants, and for them no eternal communion with an elder brain is possible. The road to lichdom offers a way to escape the permanency of death, but that path is long and solitary. Alhoons are mind flayers that use a shortcut.
Arcane Temptation.  Elder brains forbid mind flayers from pursuing magic power aside from psionics, but it isn't an interdiction they must often enforce. Illithids brook no masters but members of their own kind, so it isn't in their nature to bow to any god or otherworldly patron. However, wizardry remains a rare temptation.
In the pages of a spellbook, an illithid sees a system to acquire authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or indifference, but for some a spellbook is a gateway to a new way of thinking.
For a time, the study of such forbidden texts can be hidden from other illithids and even from an elder brain. Understanding of wizardry eludes the mind like a living thing. Yet eventually, understanding comes, and a mind flayer arcanist must accept itself as deviant and flee the colony if it is to live.
Confronting this awful reality, a group of nine mind flayer deviants used their arcane magic and psionics to weave a new truth. These nine called themselves the alhoon, and ever afterward, all those who follow in their footsteps have been referred to by the same name.
Initially, an alhoon can be difficult to distinguish from a normal mind flayer. The most obvious difference is the lack of the mind flayer's ever-present mucus coating. Without that protection, an alhoon's skin becomes dry and cracked. Its eyes might appear shriveled and sunken. Both of these clues are easily missed by someone who hasn't seen a mind flayer. However, in short order, an alhoon's flesh withers away and its empty eye sockets gleam with cold pinpricks of light like other liches.
The undeath conferred by a periapt of mind trapping lasts only so long as the life of the living victim selected. Thus an alhoon who brought a 200-year-old elf to be sacrificed looks forward to a much longer existence than one that sacrifices a 35-year-old person. Alhoons can extend their existence by repeating the ritual with new victims, effectively resetting the clocks for themselves.
Destruction of a periapt of mind trapping consigns those trapped within it to oblivion, and thus alhoons often work together to create elaborate protections about the periapt and their preferred ritual site. Sometimes a single alhoon is entrusted with the periapt of mind trapping, but this is a dangerous proposition. Anyone who holds the periapt of mind trapping gains advantage on attacks, saves, and check against the alhoons associated with its creation, and those alhoons in turn suffer disadvantage on attacks, saves, and check against the holder.
In addition, the holder of the periapt can telepathically communicate with any sacrificed soul trapped within, and alhoons within the periapt can speak telepathically with the holder. A creature carrying the periapt can't prevent communication from alhoons but can silence trapped souls.
Existential Fear.  Arcanist deviants that taste freedom from the colony react in a variety of ways. Some prize their privacy, others seek to commune with similar minds, and still others seek to dominate a colony, elevating themselves to the position of leadership normally held by an elder brain. Regardless of the arcanist's personal inclinations, it faces the same stark fact: When it dies, it will not join the host of minds in the elder brain. Deviant minds are never accepted as part of the collective. For it, death means oblivion.
Dreadful Deliverance.  Lichdom offers salvation and the prospect of being able to pursue knowledge indefinitely. Having feasted on the brains of people when alive, a mind flayer has no compunction about feeding souls to a phylactery. The only hindrance to a mind flayer becoming a lich is the means, which is a secret some mind flayer arcanists stop at nothing to discover. Yet lichdom requires an arcane spellcaster to be at the apex of power, something many mind flayers find is far from their grasps.
A Psionic Secret.  Alhoons can cooperate in the creation of a periapt of mind trapping, a fist-sized container made of silver, emerald, and amethyst. The process requires at least three mind flayer arcanists and the sacrifice of an equal number of souls from living victims in a three-day-long ritual of spellcasting and psionic communion. Upon its completion, free-willed undeath is conferred on the mind flayers, turning them into alhoons.
Precarious Immortality.  Unlike with true lichdom, the periapt of mind trapping doesn't restore the alhoons to undeath if they are destroyed. Instead, a destroyed alhoon's mind is transferred to the periapt where it remains in communion with any other trapped alhoon minds, as well as the souls of those sacrificed.
Variant: Mind Flayer Lich (Illithilich). The path to true lichdom is something only the most powerful mind flayer mages can pursue, since it requires the ability to craft a phylactery and cast the imprisonment spell. A mind flayer lich uses the lich stat block (see the Monster Manual), with the following changes:
• It has a challenge rating of 22 (41,000 XP).
• It speaks Deep Speech and Undercommon, and has telepathy out to a range of 120 feet.
• It has the Magic Resistance and Innate Spellcasting (Psionics) traits, as well as the Tentacles, Extract Brain, and Mind Blast action options (all described below). So long as a mind flayer lich feeds captured souls to its phylactery, it maintains the muscular power of its tentacles and the ability to extract brains.
• Its suite of legendary actions (described below) is different from that of the normal lich.
Magic Resistance.  The lich has advantage on saving throws against spells and other magical effects.
At will: detect thoughts, levitate
1/day each: dominate monster, plane shift (self only)
Innate Spellcasting (Psionics).  The lich's innate spellcasting ability is Intelligence (spell save DC 20). It can innately cast the following spells, requiring no components.
Actions. Tentacles. Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 21 (3d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 15) and must succeed on a DC 20 Intelligence saving throw or be stunned until this grapple ends.
Extract Brain. Melee Weapon Attack: +12 to hit, reach 5 ft., one incapacitated humanoid grappled by the lich. Hit: 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the lich kills the target by extracting and devouring its brain.
Mind Blast (Recharge 5–6). The lich magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 18 Intelligence saving throw or take 27 (5d8 + 5) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Illithilich Legendary Actions. The lich gains the following legendary action options, which replace all of the lich's legendary actions.
Tentacles.  The lich makes one attack with its tentacles.
Extract Brain (Costs 2 Actions).  The lich uses Extract Brain.
Mind Blast (Costs 3 Actions).  The lich recharges its Mind Blast and uses it.
Cast Spell (Costs 1–3 Actions).  The lich uses a spell slot to cast a 1st-, 2nd-, or 3rd-level spell that it has prepared. Doing so costs 1 legendary action per level of the spell.
Source: Volo's Guide to Monsters p. 172</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Illusionist</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>38 (7d8+7)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>13</con>
    <int>16</int>
    <wis>11</wis>
    <cha>12</cha>
    <save>Int +5, Wis +2</save>
    <skill>Arcana +5, History +5</skill>
    <passive>10</passive>
    <languages>any four languages</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Displacement (Recharges after the Illusionist Casts an Illusion Spell of 1st Level or Higher)</name>
      <text>As a bonus action, the illusionist projects an illusion that makes the illusionist appear to be standing in a place a few inches from its actual location, causing any creature to have disadvantage on attack rolls against the illusionist. The effect ends if the illusionist takes damage, it is incapacitated, or its speed becomes 0.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +1 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+1|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The illusionist is a 7th-level spellcaster. its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The illusionist has the following wizard spells prepared:</text>
      <text>Cantrips (at will): dancing lights, mage hand, minor illusion, poison spray</text>
      <text>• 1st level (4 slots): color spray*, disguise self*, mage armor, magic missile</text>
      <text>• 2nd level (3 slots): invisibility*, mirror image*, phantasmal force*</text>
      <text>• 3rd level (3 slots): major image*, phantom steed*</text>
      <text>• 4th level (1 slots): phantasmal killer*</text>
      <text>*Illusion spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 1</slots>
    <spells>dancing lights, mage hand, minor illusion, poison spray, color spray, disguise self, mage armor, magic missile, invisibility, mirror image, phantasmal force, major image, phantom steed, phantasmal killer</spells>
    <description>Illusionists are specialist wizards who twist light, sound, shadow, and even minds to create false and quasi-real effects. They can be flamboyant and use their powers in spectacular and obvious ways, or quiet and subtle, using their magic to conceal the truth.
Source: Volo's Guide to Monsters p. 214, Tales from the Yawning Portal</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Ki-rin</name>
    <size>H</size>
    <type>celestial</type>
    <alignment>Lawful Good</alignment>
    <ac>20 (natural armor)</ac>
    <hp>152 (16d12+48)</hp>
    <speed>walk 60 ft., fly 120 ft.</speed>
    <str>21</str>
    <dex>16</dex>
    <con>16</con>
    <int>19</int>
    <wis>20</wis>
    <cha>20</cha>
    <save></save>
    <skill>Insight +9, Perception +9, Religion +8</skill>
    <passive>19</passive>
    <languages>all, telepathy 120 ft.</languages>
    <cr>12</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Legendary Resistance (3/Day)</name>
      <text>If the ki-rin fails a saving throw, it can choose to succeed instead.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The ki-rin has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Magic Weapons</name>
      <text>The ki-rin's weapon attacks are magical.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The ki-rin makes three attacks: two with its hooves and one with its horn.</text>
      </action>
    <action>
        <name>Hoof</name>
      <text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. 10 (2d4 + 5) bludgeoning damage.</text>
      <attack>Hoof|+9|2d4+5</attack>
      </action>
    <action>
        <name>Horn</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 14 (2d8 + 5) piercing damage.</text>
      <attack>Horn|+9|2d8+5</attack>
      </action>
    <legendary>
        <text>The celestial can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The celestial regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Detect</name>
      <text>The ki-rin makes a Wisdom (Perception) check or a Wisdom (Insight) check.</text>
      </legendary>
    <legendary>
        <name>Smite</name>
      <text>The ki-rin makes a hoof attack or casts sacred flame.</text>
      </legendary>
    <legendary>
        <name>Move</name>
      <text>The ki-rin moves up to its half its speed without provoking opportunity attacks.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material - including manufactured objects such as cloth, pillows, rope, blankets, and clothing - to fill a cube 20 feet on a side. The second version enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The ki-rin's celestial nature transforms the region around its lair. Any of the following magical effects is possible for travelers to encounter in the vicinity:</text>
      <text>• Water flows pure within 3 miles of a ki-rin's lair. Any purposeful corruption of the water lasts for no longer than 3 minutes.</text>
      <text>• Animals, plants, and good creatures within 3 miles of the ki-rin's lair gain vigor as they evolve toward an idealized form. Such creatures are rarely aggressive toward others that aren't normally prey. Evil creatures can't tolerate the holy atmosphere within the same distance, and usually choose to live much farther from the domain of a ki-rin.</text>
      <text>• Curses, diseases, and poisons affecting good-aligned creatures are suppressed when those creatures are within 3 miles of the lair.</text>
      <text>• A ki-rin can cast control weather while it is within 3 miles of its lair. The spell's point of origin is always the point outdoors closest to the center of its lair. The ki-rin doesn't need to maintain a clear path to the sky or to concentrate for the change in weather to persist.</text>
      <text>• Within 3 miles of the lair, winds buoy non-evil creatures that fall due to no act of the ki-rin or its allies. Such creatures descend at a rate of 60 feet per round and take no falling damage.</text>
      <text>When the ki-rin dies, all these effects disappear immediately, although the invigorating effect on flora and fauna remains for 3 years.</text>
      </legendary>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The ki-rin's innate spellcasting ability is Charisma (spell save DC 17). The ki-rin can innately cast the following spells, requiring no material components:</text>
      <text>At will: gaseous form, major image (6th-level version), wind walk</text>
      <text>1/day: create food and water</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The ki-rin is a 18th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 17, +9 to hit with spell attacks). It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, mending, sacred flame, spare the dying, thaumaturgy</text>
      <text>• 1st level (4 slots): command, cure wounds, detect evil and good, protection from evil and good, sanctuary</text>
      <text>• 2nd level (3 slots): calm emotions, lesser restoration, silence</text>
      <text>• 3rd level (3 slots): dispel magic, remove curse, sending</text>
      <text>• 4th level (3 slots): banishment, freedom of movement, guardian of faith</text>
      <text>• 5th level (3 slots): greater restoration, mass cure wounds, scrying</text>
      <text>• 6th level (1 slots): heroes' feast, true seeing</text>
      <text>• 7th level (1 slots): etherealness, plane shift</text>
      <text>• 8th level (1 slots): control weather</text>
      <text>• 9th level (1 slots): true resurrection</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1, 1, 1, 1</slots>
    <spells>gaseous form, major image, wind walk, create food and water, light, mending, sacred flame, spare the dying, thaumaturgy, command, cure wounds, detect evil and good, protection from evil and good, sanctuary, calm emotions, lesser restoration, silence, dispel magic, remove curse, sending, banishment, freedom of movement, guardian of faith, greater restoration, mass cure wounds, scrying, heroes' feast, true seeing, etherealness, plane shift, control weather, true resurrection</spells>
    <description>Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, a ki-rin is celebrated far and wide as a harbinger of destiny, a guardian of the sacred, and a counterbalance to the forces of evil.
Good Personified.  Ki-rins are the embodiment of good, and simply beholding one can evoke fear or awe in an observer. A typical ki-rin looks like a muscular stag the size of an elephant, covered in golden scales lined in some places with golden fur. It has a dark gold mane and tail, coppery cloven hooves, and a spiral-shaped coppery horn just above and between its luminous violet eyes. In a breeze or when aloft, the creature's scales and hair can create the impression that the ki-rin is ablaze with a holy, golden fire.
Beyond their coloration, ki-rins vary in appearance, based on the deity each one reveres and the function it typically performs in service to that god. Some are horse-shaped, looking like gigantic unicorns, and are often used as guardians. Others have draconic features and tend to be aggressive foes of evil. One horn is most common, but a ki-rin of fierce demeanor might have two horns or a set of antlers like those of a great stag.
A ki-rin in the world claims a territory to watch over, and one ki-rin might safeguard an area that encompasses several nations. On other planes, ki-rins that serve good deities go wherever they are commanded, which could include coming to the Material Plane on a mission. A ki-rin disciple in the world usually serves its deity as a scout, a messenger, or a spy.
Ki-rins are attracted to the worship of deities of courage, loyalty, selflessness, and truth, as well as the advancement of just societies. For instance, in Faerûn, ki-rins rally mostly to Torm, although ki-rins also serve his allies Tyr and Ilmater.
Many who seek a ki-rin's guidance end up pledging service to the creature. They study as monks under its tutelage and serve as its agents in the world. The followers of a ki-rin might travel incognito across the land, seeking news of growing evil and working behind the scenes, or might be champions of their master's cause, out to defeat villainy wherever it is found.
Bringers of Boons.  Common folk consider ki-rins to be rare and remote heralds of good fortune. Seeing a ki-rin fly overhead is a blessing, and events that happen on such a day are especially auspicious. If a ki-rin alights during a ceremony, such as a birth announcement or a coronation, everyone present understands that the creature is telling them great good could be in the offing. The ki-rin conveys its gifts and omens, then rises back into the sky. Ki-rins have also been known to appear at the sites of great battles to inspire and strengthen the side of good, or to rescue heroes from certain death.
Objects of Adoration.  Because a ki-rin is renowned for its wisdom, other creatures would naturally seek it out with questions and requests if they could. For that reason among others, the creature makes its lair atop a forbidding mountain peak or in some other equally inaccessible location. Only those that have the tenacity to complete the daunting journey to a ki-rin's lair can prove themselves worthy of speaking with its occupant.
Lair of Luxury. On the celestial planes, ki-rins reside in lofty, elegant aeries filled with luxurious objects. In the world, a ki-rin chooses a similar location, such as atop a tall pinnacle or within a cloud solidified by the ki-rin's magic. When viewed from the outside, a ki-rin's lair is indistinguishable from a natural site, and the entrance is difficult for visitors to find and reach. Inside, the lair is a serene and comfortable place, its ambiance a mix between palace and temple. If the ki-rin has taken creatures into its service, its lair doubles as a sacred site wherein the ki-rin not only rests, but also teaches of holy mysteries.
Inside its lair, a ki-rin has the power to conjure objects up to three times per day, using each of the following versions of the power once. One version permanently creates enough objects made of soft, plant-based material-including manufactured objects such as cloth, pillows, rope, blankets, and clothing-to fill a cube 20 feet on a side. The second version permanently creates enough objects made of wood, or similarly hard plant-based material, to fill a cube 10 feet on a side. The third version creates enough objects made of stone or metal to fill a cube 2 feet on a side, but any materials created in this way last for only 1 hour.
Source: Volo's Guide to Monsters p. 163</description>
    <environment>mountain, grassland, desert, coastal</environment>
    </monster>
  <monster>
      <name>Kobold Dragonshield</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (leather armor, shield)</ac>
    <hp>44 (8d6+16)</hp>
    <speed>walk 20 ft.</speed>
    <str>12</str>
    <dex>15</dex>
    <con>14</con>
    <int>8</int>
    <wis>9</wis>
    <cha>10</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages>Common, Draconic</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dragon's Resistance</name>
      <text>The kobold has resistance to a type of damage based on the color of dragon that invested it with power (choose or roll a d10): 1–2, acid (black); 3–4, cold (white); 5–6, fire (red); 7–8, lightning (blue); 9–10, poison (green).</text>
      </trait>
    <trait>
        <name>Heart of the Dragon</name>
      <text>If the kobold is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all kobolds within 30 feet of it. Any kobold that benefits from this trait (including the dragonshield) has advantage on its next attack roll.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The kobold makes two melee attacks.</text>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+3|1d6+1</attack>
      </action>
    <description>A kobold dragonshield is a champion of its race. Almost all dragonshields begin life as normal kobolds, then are chosen by a dragon and invested with great powers for the purpose of protecting the dragon's eggs, but once every few years a kobold hatches with an innate version of the dragonshield's abilities. Accomplished at hand-to-hand combat, it bears many scars from desperate fights and carries a shield made out of cast-off dragon scales.
Uncommon Courage.  A dragonshield knows that it has a place of honor in the tribe, but-being kobolds at heart-most of them feel unworthy of their status and thus desperate to prove themselves deserving of it. A dragonshield's natural kobold cowardice is still present in its makeup, and thus it might still run away from a threat. But it also has the ability to rally in the face of certain death, inspiring other kobolds to follow it in a charge against the invaders of their warren.
Source: Volo's Guide to Monsters p. 165, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath</description>
    <environment>underdark, mountain, forest, hill</environment>
    </monster>
  <monster>
      <name>Kobold Inventor</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>13 (3d6+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>12</con>
    <int>8</int>
    <wis>7</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +0</skill>
    <passive>10</passive>
    <languages>Common, Draconic</languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature if at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <action>
        <name>Weapon Invention</name>
      <text>The kobold uses one of the following options (roll a d8 or choose one); the kobold can use each one no more than once per day:</text>
      <text>1. Acid. The kobold hurls a flask of Acid (vial). Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. 7 (2d6) acid damage.</text>
      <attack>Weapon Invention|+4|2d6</attack>
      <text>2. Alchemist's fire. The kobold throws a flask of Alchemist's Fire (flask). Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. 2 (1d4) fire damage at the start of each of the target's turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.</text>
      <attack>Weapon Invention|+4|1d4</attack>
      <text>3. Basket of Centipedes. The kobold throws a small basket into a 5-foot-square space within 20 feet of it. A swarm of centipedes with 11 hit points emerges from the basket and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses.</text>
      <text>4. Green Slime Pot. The kobold throws a clay pot full of green slime at the target, and it breaks open on impact. Ranged Weapon Attack: +4 to hit, range 5/20 ft., one target. The target is covered in a patch of green slime (see chapter 5 of the Dungeon Master's Guide). Miss: A patch of green slime covers a randomly determined 5-foot-square section of wall or floor within 5 feet of the target.</text>
      <text>5. Rot Grub Pot. The kobold throws a clay pot into a 5-foot-square space within 20 feet of it, and it breaks open on impact. A Swarm of Rot Grubs (see appendix A) emerges from the shattered pot and remains a hazard in that square.</text>
      <text>6. Scorpion on a Stick. The kobold makes a melee attack with a scorpion tied to the end of a 5-foot-long pole. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 1 piercing damage, and the target must make a DC 9 Constitution saving throw, taking 4 (1d8) poison damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Weapon Invention|+4|1d8</attack>
      <text>7. Skunk in a Cage. The kobold releases a skunk into an unoccupied space within 5 feet of it. The skunk has a walking speed of 20 feet, AC 10, 1 hit point, and no effective attacks. It rolls initiative and, on its turn, uses its action to spray musk at a random creature within 5 feet of it. The target must make a DC 9 Constitution saving throw. On a failed save, the target retches and can't take actions for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that doesn't need to breathe or is immune to poison automatically succeeds on the saving throw. Once the skunk has sprayed its musk, it can't do so again until it finishes a short or long rest.</text>
      <text>8. Wasp Nest in a Bag. The kobold throws a small bag into a 5-foot-square space within 20 feet of it. A swarm of wasps with 11 hit points emerges from the bag and rolls initiative. At the end of each of the swarm's turns, there's a 50 chance that the swarm disperses.</text>
      </action>
    <description>A kobold inventor, crafty and with quick hands, builds improvised weapons in the hope of gaining some new advantage in combat. An inventor captures bugs, scoops up exotic dungeon slimes, and claims the best stolen goods as ingredients in its experiments. Its creations are sometimes comical in appearance, but-like kobolds' traps-they work a lot better than their materials would suggest.
Good While They Last.  An inventor's new weapons last for only one or two attacks before they break, but might be surprisingly effective in the meantime. Most inventors are skilled enough that their improvised weapons don't backfire on them, but other users might not be so lucky. The weapons don't have to be lethal-in many cases one serves its purpose if it distracts, scares, or confuses a creature long enough for other kobolds to kill the enemy. In any particular encounter, an inventor usually has one or two improvised weapons at its disposal.
Source: Volo's Guide to Monsters p. 166, Tomb of Annihilation</description>
    <environment>underdark, mountain, forest, hill, urban</environment>
    </monster>
  <monster>
      <name>Kobold Scale Sorcerer</name>
    <size>S</size>
    <type>humanoid (kobold)</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>27 (5d6+10)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>14</con>
    <int>10</int>
    <wis>9</wis>
    <cha>14</cha>
    <save></save>
    <skill>Arcana +2, Medicine +1</skill>
    <passive>9</passive>
    <languages>Common, Draconic</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Sorcery Points</name>
      <text>The kobold has 3 sorcery points. It regains all its spent sorcery points when it finishes a long rest. It can spend its sorcery points on the following options:</text>
      <text>Heightened Spell: When it casts a spell that forces a creature to a saving throw to resist the spell's effects, the kobold can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw against the spell.</text>
      <text>Subtle Spell: When the kobold casts a spell, it can spend 1 sorcery point to cast the spell without any somatic or verbal components.</text>
      </trait>
    <trait>
        <name>Pack Tactics</name>
      <text>The kobold has advantage on an attack roll against a creature it at least one of the kobold's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Sunlight Sensitivity</name>
      <text>While in sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+4|1d4+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The kobold is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It has the following sorcerer spells prepared:</text>
      <text>Cantrips (at will): fire bolt, mage hand, mending, poison spray</text>
      <text>• 1st level (4 slots): charm person, chromatic orb, expeditious retreat</text>
      <text>• 2nd level (2 slots): scorching ray</text>
      </trait>
    <slots>4, 2</slots>
    <spells>fire bolt, mage hand, mending, poison spray, charm person, chromatic orb, expeditious retreat, scorching ray</spells>
    <description>A kobold scale sorcerer has an innate talent for arcane magic, making it a highly valuable member of the tribe for several reasons. Because the kobolds' deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In times of peace, they use their spells to fortify and enhance the warren and aid the rest of the tribe. When the tribe is threatened, a scale sorcerer lashes out with fire and poison against enemies, saving a bit of magic for itself in case it needs to flee or take advantage of a captor.
Duty-Bound to a Dragon.  In a kobold tribe associated with a dragon, typically one that resides in or near the dragon's lair, the scale sorcerer also serves as diplomat and mouthpiece-anticipating the dragon's needs, issuing commands to other kobolds on the dragon's behalf, and reporting information back to the dragon. The sorcerer is just as awed by and respectful of dragons as common kobolds are, but it knows that its duty requires it not to fawn over its master at all times. It also understands that its frequent proximity to the dragon means it would probably be the first to die if its master became angry or displeased, and so it frantically maintains a balance between adoration and terror in its behavior toward the dragon.
Never make the mistake of thinking kobolds are stupid or backward just because they're small. Size has nothing to do with it.
-Volo
Source: Volo's Guide to Monsters p. 167, Tomb of Annihilation</description>
    <environment>underdark, mountain, forest, hill, urban</environment>
    </monster>
  <monster>
      <name>Korred</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>17 (natural armor)</ac>
    <hp>102 (12d6+60)</hp>
    <speed>walk 30 ft., burrow 30 ft.</speed>
    <str>23</str>
    <dex>14</dex>
    <con>20</con>
    <int>10</int>
    <wis>15</wis>
    <cha>9</cha>
    <save></save>
    <skill>Athletics +9, Perception +5, Stealth +5</skill>
    <passive>15</passive>
    <languages>Dwarvish, Gnomish, Sylvan, Terran, Undercommon</languages>
    <cr>7</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft., tremorsense 120 ft.</senses>
    <trait>
        <name>Command Hair</name>
      <text>The korred has at least one 50-foot-long rope woven out of its hair. As a bonus action, the korred commands one such rope within 30 feet of it to move up to 20 feet and entangle a Large or smaller creature that the korred can see. The target must succeed on a DC 13 Dexterity saving throw or become grappled by the rope (escape DC 13). Until this grapple ends. the target is restrained. The korred can use a bonus action to release the target, which is also freed if the korred dies or becomes incapacitated.</text>
      <text>A rope of korred hair has AC 20 and 20 hit points. It regains 1 hit point at the start of each of the korred's turns while it has at least 1 hit point and the korred is alive. If the rope drops to 0 hit points, it is destroyed.</text>
      </trait>
    <trait>
        <name>Stone Camouflage</name>
      <text>The korred has advantage on Dexterity (Stealth) checks made to hide in rocky terrain.</text>
      </trait>
    <trait>
        <name>Stone's Strength</name>
      <text>While on the ground, the korred deals 2 extra dice of damage with any weapon attack (included in its attacks).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The korred makes two attacks with its greatclub or hurls two rocks.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 10 (1d8 + 6) bludgeoning damage, or 19 (3d8 + 6) bludgeoning damage if the korred is on the ground.</text>
      <attack>Greatclub|+9|1d8+6</attack>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +9 to hit, range 60/120 ft., one target. 15 (2d8 + 6) bludgeoning damage, or 24 (4d8 + 6) bludgeoning damage if the korred is on the ground.</text>
      <attack>Rock|+9|2d8+6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The korred's innate spellcasting ability is Wisdom (save DC 13). It can innately cast the following spells, requiring no components:</text>
      <text>At will: commune with nature, meld into stone, stone shape</text>
      <text>1/day each: conjure elemental (as 6th-level spell; galeb duhr, gargoyle, earth elemental, or xorn only), Otto's irresistible dance</text>
      </trait>
    <spells>commune with nature, meld into stone, stone shape, conjure elemental, Otto's irresistible dance</spells>
    <description>Korreds are unpredictable, secretive fey with strong ties to earth and stone. Because of their magical hair and their mystical understanding of minerals, they are sought after by treasure-hunters, dwarves, and others that desire wealth beneath the earth.
Earthy Fey.  Korreds prefer to keep their own company and occasionally consort with creatures of elemental earth such as galeb duhr. A tribe of korreds gathers weekly to perform ceremonial dances, beating out rhythms on stone with their hooves and clubs. In the depths of the Material Plane, korreds typically flee from other creatures but become aggressive when they feel insulted or are annoyed by the sounds of mining.
Korreds can hurl boulders far larger than it seems they should be able to, shape stone as though it were clay, swim through rock, and summon earth elementals and other creatures. They also gain supernatural strength just from standing on the ground.
There's a legend about a merchant who tried to cut a korred's hair with golden shears. The korred fed him those shears, from his swallow to his sitter.
-Volo
Stone Sympathy.  No one knows the ways of stone and earth better than a korred. Korreds can seemingly smell veins of metal or gems. A korred on the surface can feel the rise and fall of bedrock under the earth and where caves lie, and underground it knows the pathways through the stone for miles. Secret doors that lead through stone are as obvious as windows to a korred.
Enchanted Hair.  Korreds have hair all over their bodies, but the hair that grows from their heads is magical. When cut, it transforms into whatever material was used to cut it. Korreds use iron shears to cut lengths of their hair, then weave the strands together to create iron ropes that they can manipulate, animating them to bind or snake around creatures and objects. Korreds take great pride in their hair, and equally great offense at any one who attempts to cut it without permission.
Source: Volo's Guide to Monsters p. 168</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Kraken Priest</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Evil Alignment</alignment>
    <ac>10</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 30 ft., swim 30 ft.</speed>
    <str>12</str>
    <dex>10</dex>
    <con>16</con>
    <int>10</int>
    <wis>15</wis>
    <cha>14</cha>
    <save></save>
    <skill>Perception +5</skill>
    <passive>15</passive>
    <languages>any two languages</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Amphibious</name>
      <text>The priest can breathe air and water.</text>
      </trait>
    <action>
        <name>Thunderous Touch</name>
      <text>Melee Spell Attack: +5 to hit, reach 5 ft., one creature. 27 (5d10) thunder damage.</text>
      <attack>Thunderous Touch|+5|5d10</attack>
      </action>
    <action>
        <name>Voice of the Kraken (Recharges after a Short or Long Rest)</name>
      <text>A kraken speaks through the priest with a thunderous voice audible within 300 feet. Creatures of the priest's choice that can hear the kraken's words (which are spoken in Abyssal, Infernal, or Primordial) must succeed on a DC 14 Charisma saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The priest's spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: command, create or destroy water</text>
      <text>3/day each: control water, darkness, water breathing, water walk</text>
      <text>1/day each: call lightning, Evard's black tentacles</text>
      </trait>
    <spells>command, create or destroy water, control water, darkness, water breathing, water walk, call lightning, Evard's black tentacles</spells>
    <description>A kraken can seem godlike to folk who have witnessed its fury. Those who mistake its might for divine power and those who seek to appease the monster through veneration are sometimes rewarded with power, to serve thereafter as kraken priests.
The kraken can make itself dimly aware of a kraken priest's thoughts if the two are on the same plane of existence, and it can then push aside the priest's personality and control it. Kraken priests can thereby act as eyes and ears for their masters, and when the kraken has something to say, the priest becomes its mouthpiece.
Every kraken priest undergoes a change in appearance that reflects the kraken's influence, although each one differs in how its reverence is displayed. One kraken priest might have ink-black eyes and a suckered tentacle for a tongue, while another has a featureless face and a body covered in eyes and mouths that dribble seawater. These horrific manifestations intensify when the kraken possesses its minion to utter its dire pronouncements.
Source: Volo's Guide to Monsters p. 215, Ghosts of Saltmarsh, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Locathah Rising</description>
    <environment>coastal, underwater</environment>
    </monster>
  <monster>
      <name>Leucrotta</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>67 (9d10+18)</hp>
    <speed>walk 50 ft.</speed>
    <str>18</str>
    <dex>14</dex>
    <con>15</con>
    <int>9</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Deception +2, Perception +3</skill>
    <passive>13</passive>
    <languages>Abyssal, Gnoll</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Smell</name>
      <text>The leucrotta has advantage on Wisdom (Perception) checks that rely on smell.</text>
      </trait>
    <trait>
        <name>Kicking Retreat</name>
      <text>If the leucrotta attacks with its hooves, it can take the Disengage action as a bonus action.</text>
      </trait>
    <trait>
        <name>Mimicry</name>
      <text>The leucrotta can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC 14 Wisdom (Insight) check.</text>
      </trait>
    <trait>
        <name>Rampage</name>
      <text>When the leucrotta reduces a creature to 0 hit points with a melee attack on its turn, it can take a bonus action to move up to half its speed and make an attack with its hooves.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The leucrotta makes two attacks: one with its bite and one with its hooves.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage. If the leucrotta scores a critical hit, it rolls the damage dice three times, instead of twice.</text>
      <attack>Bite|+6|1d8+4</attack>
      </action>
    <action>
        <name>Hooves</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) bludgeoning damage.</text>
      <attack>Hooves|+6|2d6+4</attack>
      </action>
    <description>A leucrotta is what you would get if you took the head of a giant badger, the brain of a person who likes to torture and eat people, the legs of a deer, and the body of a large hyena, put them together, and reanimated them with demon ichor without bothering to cover up the stink of death.
Spawn of Yeenoghu.  The first leucrottas came into being alongside the gnolls during Yeenoghu's rampages on the Material Plane. Some of the hyenas that ate Yeenoghu's kills went through different transformations rather than turning into gnolls. Among these bizarre results, leucrottas were the most numerous.
As clever as it is cruel, a leucrotta loves to deceive, torture, and kill. Because leucrottas are smarter and tougher than most gnolls, one could occupy an elevated position within a gnoll tribe. Although a leucrotta is unlikely to lead a group of gnolls, it can influence the leader, and it might even agree to carry a leader into battle and offer advice during the fight.
Gnolls see leucrottas as a form of entertainment, partly because a leucrotta can mimic the squeals of a suffering victim-a sound that always gives gnolls pleasure-even when no victims are to be had. Further, a gnoll is bloodthirsty and sadistic, but unable by its nature to prolong the fun of killing. Most leucrottas are consciously cruel, to the point of being meticulous about their savagery to draw out a kill into better and longer sport. Gnolls enjoy watching a leucrotta work almost as much as they like doing their own killing.
A leucrotta's stench would normally warn away prey long before the creature could attack. It has two natural capabilities, however, that give it an advantage. First, a leucrotta's tracks are nearly impossible to distinguish from those of common deer. Second, it can duplicate the call or the vocal expressions of just about any creature it has heard. The monster uses its mimicry to lure in potential victims, then attacks when they are confused or unaware of the actual threat.
Foulness Embodied.  The leucrotta is so loathsome that only gnolls and others of its kind can stand to be around one for long. Its horrific, hodgepodge body oozes a foul stench that pollutes anywhere the creature lairs. This reek is outdone only by the creature's breath, which issues from a maw that drips fluid corrupted with rot and digestive juices. In place of fangs, a leucrotta has bony ridges as hard as steel that can crush bones and lacerate flesh. These plates are so tough that a leucrotta can use them to peel plate armor away from the body of a slain knight.
Source: Volo's Guide to Monsters p. 169, Tales from the Yawning Portal, Mythic Odysseys of Theros</description>
    <environment>grassland, desert</environment>
    </monster>
  <monster>
      <name>Martial Arts Adept</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16</ac>
    <hp>60 (11d8+11)</hp>
    <speed>walk 40 ft.</speed>
    <str>11</str>
    <dex>17</dex>
    <con>13</con>
    <int>11</int>
    <wis>16</wis>
    <cha>10</cha>
    <save></save>
    <skill>Acrobatics +5, Insight +5, Stealth +5</skill>
    <passive>13</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Unarmored Defense</name>
      <text>While the adept is wearing no armor and wielding no shield, its AC includes its Wisdom modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The adept makes three unarmed strikes or three dart attacks.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) bludgeoning damage. If the target is a creature, the adept can choose one of the following additional effects:</text>
      <attack>Unarmed Strike|+5|1d8+3</attack>
      <text>• The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (adept's choice).</text>
      <text>• The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.</text>
      <text>• The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the adept's next turn.</text>
      </action>
    <action>
        <name>Dart</name>
      <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 5 (1d4 + 3) piercing damage.</text>
      <attack>Dart|+5|1d4+3</attack>
      </action>
    <reaction>
        <name>Deflect Missile</name>
      <text>In response to being hit by a ranged weapon attack, the adept deflects the missile. The damage it takes from the attack is reduced by 1d10 + 3. If the damage is reduced to 0, the adept catches the missile if it's small enough to hold in one hand and the adept has a hand free.</text>
      </reaction>
    <description>Martial arts adepts are disciplined monks with extensive training in hand-to-hand combat. Some protect monasteries; others travel the world seeking enlightenment or new forms of combat to master. A few become bodyguards, trading their combat prowess and loyalty for food and lodging.
Source: Volo's Guide to Monsters p. 216, Waterdeep: Dragon Heist, Tales from the Yawning Portal, Tomb of Annihilation</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Master Thief</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>16 (studded leather armor)</ac>
    <hp>83 (13d8+26)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>18</dex>
    <con>14</con>
    <int>11</int>
    <wis>11</wis>
    <cha>12</cha>
    <save>Dex +7, Int +3</save>
    <skill>Acrobatics +7, Athletics +3, Perception +3, Sleight of hand +7, Stealth +7</skill>
    <passive>13</passive>
    <languages>any one language (usually Common) plus Thieves' cant</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of its turns, the thief can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the thief is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the thief instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <trait>
        <name>Sneak Attack (1/Turn)</name>
      <text>The thief deals an extra 14 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the thief that isn't incapacitated and the thief doesn't have disadvantage on the attack roll.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The thief makes three attacks with its shortsword.</text>
      </action>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Shortsword|+7|1d6+4</attack>
      </action>
    <action>
        <name>Light Crossbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Light Crossbow|+7|1d8+4</attack>
      </action>
    <reaction>
        <name>Uncanny Dodge</name>
      <text>The thief halves the damage that it takes from an attack that hits it. The thief must be able to see the attacker.</text>
      </reaction>
    <description>Master thieves are known for perpetrating daring heists. They tend to develop a reputation and a cult of personality. A master thief might "retire" from hands-on work to run a thieves' guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.
Source: Volo's Guide to Monsters p. 216, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake, Infernal Machine Rebuild p. 216, Mythic Odysseys of Theros</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Maw Demon</name>
    <size>M</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>8</dex>
    <con>13</con>
    <int>5</int>
    <wis>8</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>9</passive>
    <languages>understands Abyssal but can't speak</languages>
    <cr>1</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When it reduces a creature to 0 hit points with a melee attack on its turn, the maw demon can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 11 (2d8 + 2) piercing damage.</text>
      <attack>Bite|+4|2d8+2</attack>
      </action>
    <description>Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.
Maw Demon. Maw demons share Yeenoghu's ceaseless hunger for carnage and mortal flesh. After a maw demon rests for 8 hours, anything devoured by it is transported directly into the Lord of Savagery's gullet.
Maw demons appear among gnoll war bands, usually summoned as part of ritual offerings of freshly slain humanoids made to Yeenoghu. The gnolls don't command them, but these demons accompany the war band and attack whatever creatures the gnolls fall upon.
Source: Volo's Guide to Monsters p. 137, Ghosts of Saltmarsh</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Meenlock</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>31 (7d6+7)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>15</dex>
    <con>12</con>
    <int>11</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4, Stealth +6, Survival +2</skill>
    <passive>14</passive>
    <languages>telepathy 120 ft.</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Fear Aura</name>
      <text>Any beast or humanoid that starts its turn within 10 feet of the meenlock must succeed on a DC 11 Wisdom saving throw or be frightened until the start of the creature's next turn.</text>
      </trait>
    <trait>
        <name>Light Sensitivity</name>
      <text>While in bright light, the meenlock has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
      </trait>
    <trait>
        <name>Shadow Teleport (Recharge 5-6)</name>
      <text>As a bonus action, the meenlock can teleport to an unoccupied space within 30 feet of it, provided that both the space it's teleporting from and its destination are in dim light or darkness. The destination need not be within line of sight.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 7 (2d4 + 2) slashing damage, and the target must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Claws|+4|2d4+2</attack>
      </action>
    <description>Meenlocks are deformed fey that invoke terror and seek to destroy all that is good, innocent, and beautiful. They primarily live in forests, although they adapt well to urban and subterranean settings.
Fear Incarnate.  Meenlocks are spawned by fear. Whenever fear overwhelms a creature in the Feywild, or in any other location where the Feywild's influence is strong, one or more meenlocks might spontaneously arise in the shadows or darkness nearby. If more than one meenlock is born, a lair also magically forms. The earth creaks and moans as narrow, twisting tunnels open up within it. One of these newly formed passageways serves as the lair's only entrance and exit.
Meenlocks give other creatures the creeps and project a supernatural aura that instills terror in those nearby. So evil and twisted are they that a palpable sense of foreboding haunts those who intrude upon a meenlock lair. Inside the warren, black moss covers every surface, muffling sound. A large central chamber serves as the meenlocks' den, where they torment captives.
During the day, meenlocks confine themselves to their dark warrens. At night, they crawl out of their tunnels to torment sleeping prey, particularly those who seem to embody all that is good in the world. Meenlocks like to paralyze creatures with their claws, drag them back to their hidden den, beat them unconscious, and telepathically torture them over a period of hours. A humanoid that succumbs to this psychic torment undergoes a transformation into an evil, full-grown meenlock (see the "Telepathic Torment" sidebar).
Dark Dwellers.  A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to teleport from one darkened space to another-enabling it to sneak up on its prey or run away when outmatched.
Telepathic Tormentors.  Meenlocks have no form of communication other than telepathy. They can use it to project unsettling hallucinations into the minds of their prey. These hallucinations take the form of terrible whispers or fleeting movements just at the edges of one's peripheral vision.
Telepathic Torment. 
------
Up to four meenlocks can telepathically torment one incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can't use their telepathy for any other purpose during this time, though they can move about and take actions and reactions as normal. This torment has no effect on a creature that is immune to the frightened condition. If the creature is susceptible and remains incapacitated for 1 hour, the creature must make a Wisdom saving throw, taking 10 (3d6) psychic damage on a failed save, or half as much damage on a successful one. The save DC is 10 + the number of meenlocks participating in the torment, considering only those that remain within sight of the victim for the entire hour and aren't incapacitated during it. The process can be repeated. A humanoid that drops to 0 hit points as a result of this damage instantly transforms into a meenlock at full health and under the DM's control. Only a wish spell or divine intervention can restore a transformed creature to its former state.
------
Source: Volo's Guide to Monsters p. 170</description>
    <environment>forest, swamp, urban</environment>
    </monster>
  <monster>
      <name>Mind Flayer Psion</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (breastplate)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>12</dex>
    <con>12</con>
    <int>19</int>
    <wis>17</wis>
    <cha>17</cha>
    <save>Int +7, Wis +6, Cha +6</save>
    <skill>Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4</skill>
    <passive>16</passive>
    <languages>Deep Speech, Undercommon, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The mind flayer has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. 15 (2d10 + 4) psychic damage. If the target is Medium or smaller, it is grappled (escape DC 15) and must succeed on a DC 15 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+7|2d10+4</attack>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one incapacitated humanoid grappled by the mind flayer. The target takes 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the mind flayer kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+7|10d10</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw or take 22 (4d8 + 4) psychic damage and be stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||4d8+4</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The mind flayer is a 10th-level spellcaster. Its innate spellcasting ability is Intelligence (spell save DC 15; +7 to hit with spell attacks). It can innately cast the following spells, requiring no components:</text>
      <text>At will: guidance, mage hand, vicious mockery, true strike</text>
      <text>• 1st level (4 slots): charm person, command, comprehend languages, sanctuary</text>
      <text>• 2nd level (3 slots): crown of madness, phantasmal force, see invisibility</text>
      <text>• 3rd level (3 slots): clairvoyance, fear, meld into stone</text>
      <text>• 4th level (3 slots): confusion, stone shape</text>
      <text>• 5th level (2 slots): scrying, telekinesis</text>
      </trait>
    <slots>4, 3, 3, 3, 2</slots>
    <spells>guidance, mage hand, vicious mockery, true strike, charm person, command, comprehend languages, sanctuary, crown of madness, phantasmal force, see invisibility, clairvoyance, fear, meld into stone, confusion, stone shape, scrying, telekinesis</spells>
    <description>Mind flayers sometimes devote themselves to deeper study of psionic power, and many excel at using their innate psionic energy to duplicate the casting of spells.
Mind Flayer
Mind flayers, also called illithids, are the scourge of sentient creatures across countless worlds. Psionic tyrants, slavers, and interdimensional voyagers, they are insidious masterminds that harvest entire races for their own twisted ends. Four tentacles snake from their octopus-like heads, flexing in hungry anticipation when sentient creatures come near.
In eons past, illithids controlled empires that spanned many worlds. They subjugated and consequently warped whole races of humanoid slaves, including the githyanki and githzerai, the grimlocks, and the kuo-toa. Conjoined by a collective consciousness, the illithids hatch plots as far-reaching and evil as their fathomless minds can conceive.
Since the fall of their empires, illithid collectives on the Material Plane have resided in the Underdark. Psionic Commanders. Mind flayers possess psionic powers that enable them to control the minds of creatures such as troglodytes, grimlocks, quaggoths, and ogres. Illithids prefer to communicate via telepathy and use their telepathy when issuing commands to their thralls.
When an illithid meets strong resistance, it avoids initial combat as it orders its thralls to attack. Like physical extensions of the illithid's thoughts, these thralls interpose themselves between the mind flayer and its foes, sacrificing their lives so that their master can escape.
Hive Mind Colonies.  Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain-a massive brain-like being that resides in a briny pool near the center of a mind flayer community. From its pool, an elder brain telepathically dictates its desires to each individual mind flayer within 5 miles of it, for it is able to hold multiple mental conversations at once.
An illithid experiences euphoria as it devours the brain of a humanoid, along with its memories, personality, and innermost fears. Mind flayers will sometimes harvest a brain rather than devour it, using it as part of some alien experiment or transforming it into an intellect devourer.
Qualith
On the rare occasion that mind flayers need to write something down, they do so in Qualith. This system of tactile writing (similar to braille) is read by an illithid's tentacles. Qualith is written in four-line stanzas and is so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with warnings or instructions.
Hunger of the Mind.  Illithids subsist on the brains of humanoids. The brains provide enzymes, hormones, and psychic energy necessary for their survival. An illithid healthy from a brain-rich diet secretes a thin glaze of mucus that coats its mauve skin.
Source: Volo's Guide to Monsters p. 71</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Mindwitness</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>75 (10d10+20)</hp>
    <speed>walk 0 ft., fly 20 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>14</con>
    <int>15</int>
    <wis>15</wis>
    <cha>10</cha>
    <save>Int +5, Wis +5</save>
    <skill>Perception +8</skill>
    <passive>18</passive>
    <languages>Deep Speech, Undercommon, telepathy 600 ft.</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>prone</conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Telepathic Hub</name>
      <text>When the mindwitness receives a telepathic message, it can telepathically share that message with up to seven other creatures within 600 feet of it that it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The mindwitness makes two attacks: one with its tentacles and one with its bite.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 16 (4d6 + 2) piercing damage.</text>
      <attack>Bite|+5|4d6+2</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 20 (4d8 + 2) psychic damage. if the target is Large or smaller, it is grappled (escape DC 13) and must succeed on a DC 13 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+5|4d8+2</attack>
      </action>
    <action>
        <name>Eye Rays</name>
      <text>The mindwitness shoots three of the following magical eye rays at random (reroll duplicates), choosing one to three targets it can see within 120 feet of it:</text>
      <text>1. Aversion Ray: The targeted creature must make a DC 13 Charisma saving throw. On a failed save, the target has disadvantage on attack rolls for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>2. Fear Ray: The targeted creature must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>3. Psychic Ray: The target must succeed on a DC 13 Intelligence saving throw or take 27 (6d8) psychic damage.</text>
      <attack>Eye Rays||6d8</attack>
      <text>4. Slowing Ray: The targeted creature must make a DC 13 Dexterity saving throw. On a failed save, the target's speed is halved for 1 minute. In addition, the creature can't take reactions, and it can take either an action or a bonus action on its turn but not both. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <text>5. Stunning Ray: The targeted creature must succeed on a DC 13 Constitution saving throw or be stunned for 1 minute. The target can repeat the saving throw at the start of each of its turns, ending the effect on itself on a success.</text>
      <text>6. Telekinetic Ray: If the target is a creature, it must make a DC 13 Strength saving throw. On a failed save, the mindwitness moves it up to 30 feet in any direction, and it is restrained by the ray's telekinetic grip until the start of the mindwitness's next turn or until the mindwitness is incapacitated.</text>
      <text>If the target is an object weighing 300 pounds or less that isn't being worn or carried, it is telekinetically moved up to 30 feet in any direction. The mindwitness can also exert fine control on objects with this ray, such as manipulating a simple tool or opening a door or a container.</text>
      </action>
    <description>If the beholder can be stunned and brought safely to the brine pool of the elder brain, it can be converted through ceremorphosis into a mindwitness. The process of ceremorphosis transforms four of the beholder's eyestalks into tentacles similar to those of a mind flayer, and alters some of the beholder's eye rays.
Less intelligent than beholders and less liable to endanger the colony, mindwitnesses are psionically imprinted with devotion to the elder brain and submission to illithid commands, making them almost as obedient as intellect devourers.
Telepathic Hub.  The primary function of a mindwitness is to improve telepathic communication in a mind flayer colony. A creature in telepathic communication with a mindwitness can converse telepathically through it to as many as seven other creatures the mindwitness can see, allowing the rapid spread of commands and other information.
Solitary Seekers.  If separated from its illithid masters, a mindwitness seeks out other telepathic creatures to tell it what to do. Mindwitnesses have been known to ally with flumphs and telepathic planar beings such as demons, shifting their worldview and changing their alignment to match that of their new masters.
Source: Volo's Guide to Monsters p. 176</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Morkoth</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>17 (natural armor)</ac>
    <hp>130 (20d8+40)</hp>
    <speed>walk 25 ft., swim 50 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>14</con>
    <int>20</int>
    <wis>15</wis>
    <cha>13</cha>
    <save>Dex +6, Int +9, Wis +6</save>
    <skill>Arcana +9, History +9, Perception +10, Stealth +6</skill>
    <passive>20</passive>
    <languages>telepathy 120 ft.</languages>
    <cr>11</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 120 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The morkoth can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The morkoth makes three attacks: two with its bite and one with its tentacles or three with its bite.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d6 + 2) slashing damage.</text>
      <attack>Bite|+6|2d6+2</attack>
      </action>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +6 to hit, reach 15 ft., one target. 15 (3d8 + 2) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends. the target is restrained and takes 15 (3d8 + 2) bludgeoning damage at the start of each of the morkoth's turns. and the morkoth can't use its tentacles on another target.</text>
      <attack>Tentacles|+6|3d8+2</attack>
      </action>
    <action>
        <name>Hypnosis</name>
      <text>The morkoth projects a 30-foot cone of magical energy. Each creature in that area must make a DC 17 Wisdom saving throw. On a failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within 5 feet of the morkoth. A charmed target can repeat the saving throw at the end of each of its turns and whenever it takes damage, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature has advantage on saving throws against the morkoth's Hypnosis for 24 hours.</text>
      </action>
    <reaction>
        <name>Spell Reflection</name>
      <text>If the morkoth makes a successful saving throw against a spell, or a spell attack misses it, the morkoth can choose another creature (including the spellcaster) it can see within 120 feet of it. The spell targets the chosen creature instead of the morkoth. If the spell forced a saving throw, the chosen creature makes its own save. If the spell was an attack, the attack roll is rerolled against the chosen creature.</text>
      </reaction>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>On initiative count 20 (losing initiative ties), the morkoth takes a lair action to cause one of the effects described below:</text>
      <text>• The morkoth uses its Hypnosis action, originating at a point within 120 feet of itself. It doesn't need to see the effect's point of origin.</text>
      <text>• The morkoth casts darkness, dispel magic, or misty step, using Intelligence as its spellcasting ability and without expending a spell slot.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The island surrounding a morkoth's lair is warped by the creature's presence, creating the following effects:</text>
      <text>• The morkoth is aware of any new arrival, whether an object or a creature, on its island or in its sanctum. As an action, the morkoth can locate any one creature or object on the island. Visitors to the island feel as though they are being watched, even when they aren't.</text>
      <text>• Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence (Investigation) check. On a failure, the creature has misplaced one possession (chosen by the player, if the creature is that player's character). The possession remains nearby but concealed for a short time, so it can be recovered with a successful DC 15 Wisdom (Perception) check. An object that is misplaced but not recovered ends up in the morkoth's lair 1 hour later. If the creature later goes to the morkoth's lair, its lost possessions stand out in its perception and are easily recovered.</text>
      <text>• Entrances to the morkoth's lair have an enchantment that the morkoth can activate or suppress at any time while it's in its lair and not incapacitated. Any creature within 30 feet of such an entrance and able to see it must make a DC 15 Wisdom saving throw. On a failed save, the creature feels an intense urge to use its movement on each of its turns to enter the lair and to move toward the morkoth's location (the target doesn't realize it's heading toward a creature). The target moves toward the morkoth by the most direct route. As soon as it can see the morkoth, the target can repeat the saving throw, ending the effect on itself on a success. It can also repeat the saving throw at the end of each of its turns and every time it takes damage.</text>
      <text>• With a thought (no action required), the morkoth can initiate a change in the water within its lair that takes effect 1 minute later. The water can be as breathable and clear as air, or it can be normal water (ranging in clarity from murky to clear).</text>
      <text>If the morkoth dies, these regional effects end immediately.</text>
      </legendary>
    <trait>
        <name>Spellcasting</name>
      <text>The morkoth is an 11th-level spellcaster. Its spellcasting ability is Intelligence (save DC 17, +9 to hit with spell attacks). The morkoth has the following wizard spells prepared:</text>
      <text>Cantrips (at will): acid splash, mage hand, mending, ray of frost, shocking grasp</text>
      <text>• 1st level (4 slots): detect magic, identify, shield, witch bolt</text>
      <text>• 2nd level (3 slots): darkness, detect thoughts, shatter</text>
      <text>• 3rd level (3 slots): dispel magic, lightning bolt, sending</text>
      <text>• 4th level (3 slots): dimension door, Evard's black tentacles</text>
      <text>• 5th level (3 slots): geas, scrying</text>
      <text>• 6th level (1 slots): chain lightning</text>
      </trait>
    <slots>4, 3, 3, 3, 3, 1</slots>
    <spells>acid splash, mage hand, mending, ray of frost, shocking grasp, detect magic, identify, shield, witch bolt, darkness, detect thoughts, shatter, dispel magic, lightning bolt, sending, dimension door, Evard's black tentacles, geas, scrying, chain lightning</spells>
    <description>Ancient and devious, morkoths are voracious collectors. Each one travels the planes, amassing the valuables, oddities, and castoffs of the multiverse to make its collection ever more complete.
Spawned by a God.  Long ago, a deity of greed and strife perished in the battles among the immortals. Its body drifted through the Astral Plane, eventually becoming a petrified husk. This corpse floated up against a pearlescent remnant of celestial matter imbued with life and life-giving magic. The collision shattered both objects and released a storm of chaotic energy. Countless islands of mixed matter spun away into the silvery void. Within some of them, a vein of pearl-like material held a bit of the deity's rejuvenated supernatural vitality, which spontaneously created a habitable environment. On those same islands, bits of the god's petrified flesh came back to life, in the form of tentacled monstrosities brimming with malice and greed. Ever since that time, each morkoth has had an extraplanar island to call home.
The pearly matter inside an island enables it to glide on planar currents, maintains the island's environment, and keeps the place safe from harmful external effects. A morkoth's island might be found anywhere from the bottom of the ocean to the void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a morkoth's isle travels with it in its journey through the planes. Thus, people from lost civilizations and creatures or objects from bygone ages might be found within a morkoth's dominion.
Some islands travel a specific route, arriving at the same destinations regularly over a cycle of years. Others are tied to a particular place or group of locales, and still others move erratically through the cosmos. Rarely, a morkoth learns to control its island's movement, so the island goes wherever its master wishes.
A morkoth spends its time watching over its collection and plotting to acquire more possessions. The monster hoards vast stores of treasure and knowledge. Its island holds numerous captives, which it considers part of its collection. Some inhabitants, such as descendants of original prisoners, might view the morkoth as a ruler or a god. A morkoth's storehouse of wealth and lore attracts would-be plunderers, of course, as well as those seeking something specific the morkoth has or knows. The creature shows no mercy to those that try to steal from it, but it can be bargained with by a visitor that offers the morkoth something it desires.
No morkoth freely gives away what it owns. Morkoths exist to acquire, and they give up possessions only if doing so helps their hoard grow.
A morkoth knows every object in its collection and can track its possessions through the planes. Someone who dares to steal from a morkoth, or breaks a deal with one, will know no rest until the morkoth is slain or all promises are kept.
Collectors of everything odd, unusual, and valuable-hopefully not including you.
-Volo
No Rhyme or Reason.  A morkoth's island has the qualities of a dreamscape in which nature and predictability take a back seat to strangeness and chaos. Upon it is a jumble of objects and a mixture of creatures, some of which date from forgotten times. An island might have natural-looking illumination, but most are shrouded in twilight, and on any of them, mists and shadows can appear without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its "guests" comfortable.
Primeval Hoarders.  Morkoths are driven by greed and selfishness, mixed with a yearning for conflict. They desire anything they don't possess, have no scruples about taking what they crave, and endeavor to keep everything they collect.
A Morkoth's Lair. A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among its most prized possessions in a spacious vault at the core of the warren, where the pearly matter of the island is also located. Sections of the lair and its center might be kept dry to better protect and preserve collected objects and creatures, but most of the lair is underwater.
A morkoth encountered in its lair has a challenge rating of 12 (8,400 XP).
Source: Volo's Guide to Monsters p. 177</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Mouth of Grolantor</name>
    <size>H</size>
    <type>giant (hill giant)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>105 (10d12+40)</hp>
    <speed>walk 50 ft.</speed>
    <str>21</str>
    <dex>10</dex>
    <con>18</con>
    <int>5</int>
    <wis>7</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +1</skill>
    <passive>11</passive>
    <languages>Giant</languages>
    <cr>6</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>frightened</conditionImmune>
    <senses></senses>
    <trait>
        <name>Mouth of Madness</name>
      <text>The giant is immune to confusion spells and similar magic.</text>
      <text>On each of its turns, the giant uses all its movement to move toward the nearest creature or whatever else it might perceive as food. Roll a d10 at the start of each of the giant's turns to determine its action for that turn:</text>
      <text>1–3. The giant makes three attacks with its fists against one random target within its reach. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.</text>
      <text>4–5. The giant makes one attack with its fist against every creature within its reach. If no other creatures are within its reach, the giant makes one fist attack against itself.</text>
      <text>6–7. The giant makes one attack with its bite against one random target within its reach. If no other creatures are within its reach, its eyes glaze over and it becomes stunned until the start of its next turn.</text>
      <text>8–10. The giant makes three attacks against one random target within its reach: one attack with its bite and two with its fists. If no other creatures are within its reach, the giant flies into a rage and gains advantage on all attack rolls until the end of its next turn.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. 15 (3d6 + 5) piercing damage, and the giant magically regains hit points equal to the damage dealt.</text>
      <attack>Bite|+8|3d6+5</attack>
      </action>
    <action>
        <name>Fist</name>
      <text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. 18 (3d8 + 5) bludgeoning damage.</text>
      <attack>Fist|+8|3d8+5</attack>
      </action>
    <description>Hill giants know the kinds of foods that make them fatter, and they understand that exerting themselves too much tends to make them thinner. What the lazy brutes don't comprehend are the things that make them sick. They consume spoiled food and diseased carcasses with as much enthusiasm as children eating dessert. Fortunately for hill giants, they have a vulture's constitution and rarely suffer for such eating habits. This makes it all the more mysterious to them when one of their kind becomes ill and incapable of keeping down food. Vomiting hill giants are seen as vessels of a message from Grolantor.
The clan separates the sickened giant from the others, often trapping the giant in a cage or tying the giant to a post. A priest of Grolantor or chieftain visits the famished giant daily, trying to read portents in the puddles of bile the hill giant retched up. If the sickness soon passes, the hill giant can rejoin society. If not, the hill giant is instead starved to the point of madness so that Grolantor's hunger can be given a mouth in the world.
Starved and Insane.  A mouth of Grolantor is so disgraced that it ceases to be an individual and becomes an object. Paradoxically, that object is revered as a holy embodiment of Grolantor's eternal, aching hunger. Unlike a typical thick, sluggish, half-asleep hill giant, a mouth of Grolantor is thin as a whippet, alert like a bird, and constantly twitching around the edges. A mouth of Grolantor is kept perpetually imprisoned or shackled; if it breaks free, it's sure to kill a few hill giants before it's brought down or it sprints away on a killing spree. The only time a mouth of Grolantor is set loose is during a war, a raid against an enemy settlement, or in a last-ditch defense of the tribe's home. When the mouth of Grolantor has slaughtered and eaten its fill of the tribe's enemies, it passes out amid the gory remains of its victims, making it easy to recapture.
Source: Volo's Guide to Monsters p. 149</description>
    <environment>grassland, hill</environment>
    </monster>
  <monster>
      <name>Necromancer</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>12</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +7, Wis +5</save>
    <skill>Arcana +7, History +7</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>9</cr>
    <resist>necrotic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Grim Harvest (1/Turn)</name>
      <text>When necromancer kills a creature that is neither a construct nor undead with a spell of 1st level or higher, the necromancer regains hit points equal to twice the spell's level, or three times if it is a necromancy spell.</text>
      </trait>
    <action>
        <name>Withering Touch</name>
      <text>Melee Spell Attack: +7 to hit, reach 5 ft., one creature. 5 (2d4) necrotic damage.</text>
      <attack>Withering Touch|+7|2d4</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The necromancer is a 12th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The necromancer has the following wizard spells prepared:</text>
      <text>Cantrips (at will): chill touch, dancing lights, mage hand, mending</text>
      <text>• 1st level (4 slots): false life*, mage armor, ray of sickness*</text>
      <text>• 2nd level (3 slots): blindness/deafness*, ray of enfeeblement*, web</text>
      <text>• 3rd level (3 slots): animate dead*, bestow curse*, vampiric touch*</text>
      <text>• 4th level (3 slots): blight*, dimension door, stoneskin</text>
      <text>• 5th level (2 slots): Bigby's hand, cloudkill</text>
      <text>• 6th level (1 slots): circle of death*</text>
      <text>*Necromancy spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 2, 1</slots>
    <spells>chill touch, dancing lights, mage hand, mending, false life, mage armor, ray of sickness, blindness/deafness, ray of enfeeblement, web, animate dead, bestow curse, vampiric touch, blight, dimension door, stoneskin, Bigby's hand, cloudkill, circle of death</spells>
    <description>Necromancers are specialist wizards who study the interaction of life, death, and undeath. Some like to dig up corpses to create undead slaves. A few use their powers for good, becoming hunters of the undead and risking their lives to save others.
Source: Volo's Guide to Monsters p. 217, Tales from the Yawning Portal, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak</description>
    <environment>desert, urban</environment>
    </monster>
  <monster>
      <name>Neogi</name>
    <size>S</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>33 (6d6+12)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>14</con>
    <int>13</int>
    <wis>12</wis>
    <cha>15</cha>
    <save></save>
    <skill>Intimidation +4, Perception +3</skill>
    <passive>13</passive>
    <languages>Common, Deep Speech, Undercommon</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Mental Fortitude</name>
      <text>The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The neogi makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.</text>
      <attack>Claws|+5|2d4+3</attack>
      </action>
    <action>
        <name>Enslave (Recharges after a Short or Long Rest)</name>
      <text>The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.</text>
      </action>
    <description>Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.
Alien Tyrants.  Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.
Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.
Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.
Damn eel-spiders want to enslave us all! And no, they don't taste good.
-Volo
Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.
Cycle of Death and Life.  A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.
Hierarchy of Ownership.  Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.
Source: Volo's Guide to Monsters p. 180</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Neogi Hatchling</name>
    <size>T</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>11</ac>
    <hp>7 (3d4)</hp>
    <speed>walk 20 ft., climb 20 ft.</speed>
    <str>3</str>
    <dex>13</dex>
    <con>10</con>
    <int>6</int>
    <wis>10</wis>
    <cha>9</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Mental Fortitude</name>
      <text>The hatchling has advantage on saving throws against being charmed or frightened, and magic can't put the hatchling to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The hatchling can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d4 + 1) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 10 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+3|1d4+1</attack>
      </action>
    <description>Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.
Alien Tyrants.  Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.
Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.
Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.
Damn eel-spiders want to enslave us all! And no, they don't taste good.
-Volo
Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.
Cycle of Death and Life.  A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.
Hierarchy of Ownership.  Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.
Source: Volo's Guide to Monsters p. 179</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Neogi Master</name>
    <size>M</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>71 (11d8+22)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>6</str>
    <dex>16</dex>
    <con>14</con>
    <int>16</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +3</save>
    <skill>Arcana +5, Deception +6, Intimidation +6, Perception +3, Persuasion +6</skill>
    <passive>13</passive>
    <languages>Common, Deep Speech, Undercommon, telepathy 30 ft.</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
    <trait>
        <name>Mental Fortitude</name>
      <text>The neogi has advantage on saving throws against being charmed or frightened, and magic can't put the neogi to sleep.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The neogi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The neogi makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or become poisoned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Bite|+5|1d6+3</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (2d4 + 3) slashing damage.</text>
      <attack>Claws|+5|2d4+3</attack>
      </action>
    <action>
        <name>Enslave (Recharges after a Short or Long Rest)</name>
      <text>The neogi targets one creature it can see within 30 feet of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the neogi for 1 day, or until the neogi dies or is more than 1 mile from the target. The charmed target obeys the neogi's commands and can't take reactions, and the neogi and the target can communicate telepathically with each other at a distance of up to 1 mile. Whenever the charmed target takes damage, it can repeat the saving throw, ending the effect on itself on a success.</text>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The neogi is a 7th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast (range 300 ft., +4 bonus to each damage roll), guidance, mage hand, minor illusion, prestidigitation, vicious mockery</text>
      <text>• 4th level (2 slots): arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant</text>
      </trait>
    <slots>2</slots>
    <spells>eldritch blast, guidance, mage hand, minor illusion, prestidigitation, vicious mockery, arms of Hadar, counterspell, dimension door, fear, hold person, hunger of Hadar, invisibility, unseen servant</spells>
    <description>Neogi are hateful slavers that consider most other creatures, even weaker neogi, to be servants and prey. A neogi looks like an outsize spider with an eel's neck and head. The creature can poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior.
Alien Tyrants.  Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Feywild, the Shadowfell, and the Astral and Ethereal Planes. They invaded the world long ago from a remote location on the Material Plane, abandoning their home to conquer and devour creatures in other realms. To meet their need to navigate great distances, the neogi first dominated and assimilated the umber hulks of another lost world. Then, with these slaves providing the physical labor, the neogi designed and built sleek vessels, some capable of traversing the planes, to carry them to their new frontiers. Some neogi groups still create and use such vehicles, which have a distinct spidery aspect.
Some neogi use magic-the result of a pact between the neogi and aberrant entities they met during their journey from their home world. These entities look like stars and embody the essence of evil. They are known by such names as Acamar, Caiphon, Gibbeth, and Hadar.
Nothing about the neogi is more unfathomable than their mentality. Because they have the power to control minds, neogi consider doing so to be entirely appropriate. Their society makes no distinction between individuals, aside from the ability that a given creature has to control others, and they don't comprehend the emotional aspects of existence that humans and similar beings experience. To a neogi, hatred is as foreign a sensation as love, and showing loyalty in the absence of authority is foolishness.
Neogi mark themselves and their slaves through the use of dyes, transformational magic, and tattoos intended to signify rank, achievements, and ownership. By these signs, each neogi can identify its betters-and it must defer to those of higher station or risk harsh punishment.
Damn eel-spiders want to enslave us all! And no, they don't taste good.
-Volo
Outside the obligations of a servant to its master, neogi are willing to engage in any activity that profits them, and they are as devious as devils when doing so. Neogi buy and sell, but they pose a grave risk to potential patrons that might instead be easily enslaved, so their customers generally consist of desperate or evil individuals, or creatures that are formidable enough to treat with the neogi as equals. Neogi traders might set up shop in a planar bazaar, on the edge of a drow city, or near a mind flayer enclave. In other locations, the natives are more likely to join together to destroy a neogi caravan than to allow it safe conduct and trading privileges.
Cycle of Death and Life.  A neogi lives about as long as a human, and like a human it faces physical and mental infirmity as it ages. When an individual is rendered weak by advanced age, the other neogi in the group overpower it and inject it with a special poison. The toxin transforms the old neogi into a bloated, helpless mass of flesh called a great old master. Young neogi lay their eggs atop it, and when the hatchlings emerge, they devour the great old master and one another, until only a few of the strongest newborns are left.
Hierarchy of Ownership.  Surviving neogi hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk.
Source: Volo's Guide to Monsters p. 180</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Neothelid</name>
    <size>G</size>
    <type>aberration</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>325 (21d20+105)</hp>
    <speed>walk 30 ft.</speed>
    <str>27</str>
    <dex>7</dex>
    <con>21</con>
    <int>3</int>
    <wis>16</wis>
    <cha>12</cha>
    <save>Int +1, Wis +8, Cha +6</save>
    <skill></skill>
    <passive>13</passive>
    <languages></languages>
    <cr>13</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Creature Sense</name>
      <text>The neothelid is aware of the presence of creatures within 1 mile of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's Intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The neothelid has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. 21 (3d8 + 8) bludgeoning damage plus 13 (3d8) psychic damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Strength saving throw or be swallowed by the neothelid. A swallowed creature is blinded and restrained, it has total cover against attacks and other effects outside the neothelid, and it takes 35 (10d6) acid damage at the start of each of the neothelid's turns.</text>
      <attack>Tentacles|+13|3d8+8</attack>
      <attack>Tentacles||10d6</attack>
      <text>If the neothelid takes 30 damage or more on a single turn from a creature inside it, the neothelid must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the neothelid. If the neothelid dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
      </action>
    <action>
        <name>Acid Breath (Recharge 5-6)</name>
      <text>The neothelid exhales acid in a 60-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw, taking 35 (10d6) acid damage on a failed save, or half as much damage on a successful one.</text>
      <attack>Acid Breath (Recharge 5-6)||10d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The neothelid's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no components:</text>
      <text>At will: levitate</text>
      <text>1/day each: confusion, feeblemind, telekinesis</text>
      </trait>
    <spells>levitate, confusion, feeblemind, telekinesis</spells>
    <description>A slime-covered worm of immense size, a neothelid is the result of the mind flayer reproductive cycle gone horribly wrong. On rare occasions, an illithid colony collapses, typically after an external assault, and the elder brain is killed. When that happens, the colony's tadpoles are suddenly freed from their fate. They no longer serve as food, and in turn are no longer fed by their caretakers. Driven by hunger, they turn to devouring one another. Only one tadpole survives out of the thousands in the colony's pool, and it emerges as a neothelid.
Abhorrent to Illithids.  Among the strongest taboos in illithid society is the idea of allowing a mature tadpole to survive without implanting it into a donor brain. Under normal circumstances, any tadpole that grows larger than a few inches in length is killed by the elder brain to be food for it or for less mature tadpoles. Any tadpole that survives beyond that state is perceived as a threat to the colony, and the mind flayers organize hunting parties to exterminate the abomination. Lacking enough intelligence to be detected by an elder brain's power to sense thoughts, neothelids warrant such precautions.
Savage Behemoth.  As a feral thing, a neothelid knows nothing beyond the predatory existence it has lived so far and struggles to comprehend its new psionic abilities. Neothelids prowl subterranean passages in search of more brains to sate their constant hunger, growing ever more vicious. These creatures can spray tissue-dissolving enzymes from their tentacle ducts, reducing victims to a puddle of slime and leaving only the pulsing brain unharmed. They have no knowledge of their link to illithids, so they're just as likely to prey on mind flayers as on anything else.
Source: Volo's Guide to Monsters p. 181, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Nilbog</name>
    <size>S</size>
    <type>humanoid (goblinoid)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>10</int>
    <wis>8</wis>
    <cha>15</cha>
    <save></save>
    <skill>Stealth +6</skill>
    <passive>9</passive>
    <languages>Common, Goblin</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Nilbogism</name>
      <text>Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature's next turn. A creature charmed in this way must use its action praising the nilbog. The nilbog can't regain hit points, including through magical healing, except through its Reversal of Fortune reaction.</text>
      </trait>
    <trait>
        <name>Nimble Escape</name>
      <text>The nilbog can take the Disengage or Hide action as a bonus action on each of its turns.</text>
      </trait>
    <action>
        <name>Fool's Scepter</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) bludgeoning damage.</text>
      <attack>Fool's Scepter|+4|1d6+2</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortbow|+4|1d6+2</attack>
      </action>
    <reaction>
        <name>Reversal of Fortune</name>
      <text>In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 1d6 hit points.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The nilbog's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: mage hand, Tasha's hideous laughter, vicious mockery</text>
      <text>1/day: confusion</text>
      </trait>
    <spells>mage hand, Tasha's hideous laughter, vicious mockery, confusion</spells>
    <description>When Maglubiyet conquered the goblin gods, he intended to leave only Khurgorbaeyag alive as a harsh overseer who would keep the goblins under heel. But the goblins' pantheon included a trickster deity who was determined to get the last laugh. Although its essence was shattered by Maglubiyet, this trickster god survives in splintered form as a possessing spirit that arises when goblinoids form a host, causing disorder in the ranks unless it is appeased. Goblins have no name for this deity and dare not give it one, lest Maglubiyet use its name to ensnare and crush it as he did their other deities. They call the possessing spirit, and the goblin possessed by it, a nilbog ("goblin" spelled backward), and they revel in the fear that a nilbog sows among the ranks of the bugbears and hobgoblins in the host.
Goblins' Revenge.  When goblinoids form a host, there is a chance that a goblin will become possessed by a nilbog, particularly if the goblin has been mistreated by its betters. This possession turns the goblin into a wisecracking, impish creature fearless of reprisal. It gives the goblin strange powers that drive others to do the opposite of what they desire. Attacking a goblin possessed by a nilbog is foolhardy, and killing the creature just prompts the spirit to possess another goblin. The only way to keep a nilbog from wreaking havoc is to treat it well and give it respect and praise.
No Joking Matter.  The possible presence of a nilbog in a host has given rise to a practice among goblinoids that each host include at least one goblin jester. This jester is allowed to go anywhere and do whatever it pleases. The position of jester is a much sought-after one among the goblins, because even if the jester is obviously not a nilbog, hobgoblins and bugbears indulge its manic behavior.
Nilbogism. A nilbog is an invisible spirit that possesses only goblins. Bereft of a host, the spirit has a flying speed of 30 feet and can't speak or be attacked. The only action it can take is to attempt to possess a goblin within 5 feet of it.
A goblin targeted by the spirit must succeed on a DC 15 Charisma saving throw or become possessed. While possessed by the spirit, the goblin's alignment becomes chaotic evil, its Charisma becomes 15 (unless it was already higher), and it gains the nilbog's Innate Spellcasting and Nilbogism traits, as well as its Reversal of Fortune reaction. If the save succeeds, the spirit can't possess that goblin for 24 hours. If its host is killed or the possession is ended by a spell such as hallow, magic circle, or protection from evil and good, the spirit searches for another goblin to possess. The spirit can leave its host at any time, but it won't do so willingly unless it knows there's another potential host nearby. A goblin stripped of its nilbog spirit reverts to its normal statistics and loses the traits it gained while possessed.
Source: Volo's Guide to Monsters p. 182</description>
    <environment>underdark, forest, hill</environment>
    </monster>
  <monster>
      <name>Orc Blade of Ilneval</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>18 (chain mail, shield)</ac>
    <hp>60 (8d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>17</str>
    <dex>11</dex>
    <con>17</con>
    <int>10</int>
    <wis>12</wis>
    <cha>14</cha>
    <save>Wis +3</save>
    <skill>Insight +3, Intimidation +4, Perception +3</skill>
    <passive>13</passive>
    <languages>Common, Orc</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Foe Smiter of Ilneval</name>
      <text>The orc deals an extra die of damage when it hits with a longsword attack (included in the attack).</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The orc makes two melee attacks with its longsword or two ranged attacks with its javelins. If Ilneval's Command is available to use, the orc can use it after these attacks.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 12 (2d8 + 3) slashing damage, or 14 (2d10 + 3) slashing damage when used with two hands.</text>
      <attack>Longsword|+5|2d8+3</attack>
      </action>
    <action>
        <name>Javelin</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 30/120 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Javelin|+5|1d6+3</attack>
      </action>
    <action>
        <name>Ilneval's Command (Recharges 4–6)</name>
      <text>Up to three allied orcs within 120 feet of this orc that can hear it can use their reactions to each make one weapon attack.</text>
      </action>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Orc Blade of Ilneval. Ilneval is Gruumsh's battle captain, a devious strategist who directs Gruumsh's soldiers with boldness. Among orcs, warriors that venerate Ilneval emulate their deity. Such orcs learn to command their fellows in ways that are unpredictable but help to ensure victory.
The wisest among these leaders gain Ilneval's favor and rise to become known as blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish ferocity to best advantage, and helps the ordinary warriors to work together against their adversaries.
Source: Volo's Guide to Monsters p. 183</description>
    <environment>underdark, mountain, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Orc Claw of Luthic</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (hide armor)</ac>
    <hp>45 (6d8+18)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>15</dex>
    <con>16</con>
    <int>10</int>
    <wis>15</wis>
    <cha>11</cha>
    <save></save>
    <skill>Intimidation +2, Medicine +4, Survival +4</skill>
    <passive>12</passive>
    <languages>Common, Orc</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The orc makes two claw attacks, or four claw attacks if it has fewer than half of its hit points remaining.</text>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) slashing damage.</text>
      <attack>Claw|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The orc is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The orc has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, mending, resistance, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, cure wounds, guiding bolt</text>
      <text>• 2nd level (3 slots): augury, warding bond</text>
      <text>• 3rd level (2 slots): bestow curse, create food and water</text>
      </trait>
    <slots>4, 3, 2</slots>
    <spells>guidance, mending, resistance, thaumaturgy, bane, cure wounds, guiding bolt, augury, warding bond, bestow curse, create food and water</spells>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Orc Claw of Luthic. Luthic is Gruumsh's wife and the paragon of maternity to all orcs. She is the Cave Mother, a fierce dweller in the darkness who raises new broods of orcs to be vicious and strong. Her symbol is the cave bear, and orc females raise such bears alongside orc whelps. Females particularly attracted to Luthic grow long nails and lacquer them, learning to use these claws as weapons much as Luthic uses her own.
Orc females devoted to Luthic are in charge of fortifying and maintaining an orc stronghold. They help to guarantee the survival of the tribe, and most are skilled in the healing arts. The most powerful among Luthic's disciples are the claws of Luthic, which can use the Cave Mother's magic to heal, protect, and curse.
Source: Volo's Guide to Monsters p. 183</description>
    <environment>underdark, mountain</environment>
    </monster>
  <monster>
      <name>Orc Hand of Yurtrus</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (hide armor)</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>11</dex>
    <con>16</con>
    <int>11</int>
    <wis>14</wis>
    <cha>9</cha>
    <save></save>
    <skill>Arcana +2, Intimidation +1, Medicine +4, Religion +2</skill>
    <passive>12</passive>
    <languages>understands Common and Orc but can't speak</languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <action>
        <name>Touch of the White Hand</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 9 (2d8) necrotic damage.</text>
      <attack>Touch of the White Hand|+3|2d8</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The orc is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). It requires no verbal components to cast its spells. The orc has the following cleric spells prepared:</text>
      <text>Cantrips (at will): guidance, mending, resistance, thaumaturgy</text>
      <text>• 1st level (4 slots): bane, detect magic, inflict wounds, protection from evil and good</text>
      <text>• 2nd level (3 slots): blindness/deafness, silence</text>
      </trait>
    <slots>4, 3</slots>
    <spells>guidance, mending, resistance, thaumaturgy, bane, detect magic, inflict wounds, protection from evil and good, blindness/deafness, silence</spells>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Orc Hand of Yurtrus. Yurtrus is the orc god of death and disease. He is a horrifying abomination covered in rot and infection, except for his perfect, smooth white hands.
Orc priests that oversee the line between life and death are known by the others in the tribe as hands of Yurtrus. They dwell on the fringes of an orc lair, usually communing with other orcs through the auspices of those who follow Luthic. The hands of Yurtrus wear pale gloves made of the bleached skin of other humanoids (preferably elves), symbolizing their connection with Yurtrus, and are sometimes called "white hands" as a result.
Every orc knows that the hands of Yurtrus are the tribe's gateway to the ancestors. Orcs who die having served the tribe well go on to rituals meant to send them to Gruumsh's realm.
As befits followers of a god who doesn't speak, hands of Yurtrus remove their tongues to emulate their deity, for a reason similar to why an eye of Gruumsh puts out one of its eyes.
Source: Volo's Guide to Monsters p. 184</description>
    <environment>underdark, mountain, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Orc Nurtured One of Yurtrus</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>9</ac>
    <hp>30 (4d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>8</dex>
    <con>16</con>
    <int>7</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>Common, Orc</languages>
    <cr>1/2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the orc can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Corrupted Carrier</name>
      <text>When the orc is reduced to 0 hit points, it explodes, and any creature within 10 feet of it must make a DC 13 Constitution saving throw. On a failed save, the creature takes 14 (4d6) poison damage and becomes poisoned. On a success, the creature takes half as much damage and isn't poisoned. A creature poisoned by this effect can repeat the save at the end of each of its turn, ending the effect on itself on a success. While poisoned by this effect, a creature can't regain hit points.</text>
      </trait>
    <trait>
        <name>Nurtured One of Yurtrus</name>
      <text>The orc has advantage on saving throws against poison and disease.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage plus 2 (1d4) necrotic damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <action>
        <name>Corrupted Vengeance</name>
      <text>The orc reduces itself to 0 hit points, triggering its Corrupted Carrier trait.</text>
      </action>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Orc Nurtured One of Yurtrus. When plague strikes a tribe, the hands of Yurtrus isolate the sick. The priests then minister to those who can be saved but not healed. The hands cultivate the sickness of these nurtured ones, turning them into instruments of defense and weapons of war. When orcs go to battle, a band of nurtured ones might charge in first-to give themselves up while softening up the enemy by spreading Yurtrus's vile blessing in its ranks.
Source: Volo's Guide to Monsters p. 184</description>
    <environment>underdark, mountain, grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Orc Red Fang of Shargaas</name>
    <size>M</size>
    <type>humanoid (orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>15 (studded leather armor)</ac>
    <hp>52 (8d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>11</str>
    <dex>16</dex>
    <con>15</con>
    <int>9</int>
    <wis>11</wis>
    <cha>9</cha>
    <save></save>
    <skill>Intimidation +1, Perception +2, Stealth +5</skill>
    <passive>12</passive>
    <languages>Common, Orc</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Cunning Action</name>
      <text>On each of its turns, the orc can use a bonus action to take the Dash, Disengage, or Hide action.</text>
      </trait>
    <trait>
        <name>Hand of Shargaas</name>
      <text>The orc deals 2 extra dice of damage when it hits a target with a weapon attack (included in its attacks).</text>
      </trait>
    <trait>
        <name>Shargaas's Sight</name>
      <text>Magical darkness doesn't impede the orc's darkvision.</text>
      </trait>
    <trait>
        <name>Slayer</name>
      <text>In the first round of a combat, the orc has advantage on attack rolls against any creature that hasn't taken a turn yet. If the orc hits a creature that round who was surprised, the hit is automatically a critical hit.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The orc makes two scimitar or dart attacks.</text>
      </action>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 13 (3d6 + 3) slashing damage.</text>
      <attack>Scimitar|+5|3d6+3</attack>
      </action>
    <action>
        <name>Dart</name>
      <text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. 10 (3d4 + 3) piercing damage.</text>
      <attack>Dart|+5|3d4+3</attack>
      </action>
    <action>
        <name>Veil of Shargaas (Recharges after a Short or Long Rest)</name>
      <text>The orc casts darkness without any components. Wisdom is its spellcasting ability.</text>
      </action>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Orc Red Fang of Shargaas. Shargaas is the orc deity of deep darkness and sneakiness, a murderous god who hates anything that lives that isn't an orc. Orcs consider Shargaas to be a divinity suited to pariahs and weaklings, all of them unfit for true roles in tribal life. These outsiders live in the most remote, deepest parts of the tribe's domain.
The elite among Shargaas's followers are the assassins and thieves that follow the cult of the Red Fang. They perform assassinations, stealthy raids, and other covert operations on the tribe's behalf. They rely on a mix of intense training and magic granted to them by Shargaas.
Most Red Fang enclaves keep and nurture giant bats, creatures that are sacred to Shargaas. Red Fangs ride these bats into battle or on secret raids and assassination missions into enemy territory.
Source: Volo's Guide to Monsters p. 185</description>
    <environment>underdark, mountain, forest, hill, urban</environment>
    </monster>
  <monster>
      <name>Ox</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>15 (2d10+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Charge</name>
      <text>If the ox moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
      </trait>
    <trait>
        <name>Beast of Burden</name>
      <text>The oxen is considered to be a Huge animal for the purposes of determining its carrying capacity.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Gore|+6|1d6+4</attack>
      </action>
    <description>An ox is mainly used for draft work rather than meat or milk.
Source: Volo's Guide to Monsters p. 208, Princes of the Apocalypse</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Quetzalcoatlus</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>30 (4d12+4)</hp>
    <speed>walk 10 ft., fly 80 ft.</speed>
    <str>15</str>
    <dex>13</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages></languages>
    <cr>2</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Dive Attack</name>
      <text>If the quetzalcoatlus is flying and dives at least 30 feet toward a target and then hits with a bite attack, the attack deals an extra 10 (3d6) damage to the target.</text>
      </trait>
    <trait>
        <name>Flyby</name>
      <text>The quetzalcoatlus doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. 12 (3d6 + 2) piercing damage.</text>
      <attack>Bite|+4|3d6+2</attack>
      </action>
    <description>This giant relative of the pteranodon has a wingspan exceeding 30 feet. Although it can move on the ground like a quadruped, it is more comfortable in the air.
Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation</description>
    <environment>mountain, hill, coastal</environment>
    </monster>
  <monster>
      <name>Quickling</name>
    <size>T</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>16</ac>
    <hp>10 (3d4+3)</hp>
    <speed>walk 120 ft.</speed>
    <str>4</str>
    <dex>23</dex>
    <con>13</con>
    <int>10</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill>Acrobatics +8, Perception +5, Sleight of hand +8, Stealth +8</skill>
    <passive>15</passive>
    <languages>Common, Sylvan</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Blurred Movement</name>
      <text>Attack rolls against the quickling have disadvantage unless the quickling is incapacitated or restrained.</text>
      </trait>
    <trait>
        <name>Evasion</name>
      <text>If the quickling is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The quickling makes three dagger attacks.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. 8 (1d4 + 6) piercing damage.</text>
      <attack>Dagger|+8|1d4+6</attack>
      </action>
    <description>Quicklings rocket through haunting, twisted forests where the unseelie fey hold sway, both in the Feywild and in the world. Racing faster than the eye can track, each appears as little more than a blurry wavering in the air.
A quickling is a small, slender fey, similar to a miniature elf with sharp, feral features. Its cold, cruel eyes gleam like jewels.
Live Fast, Die Young.  Quicklings owe their existence-and their plight-to the Queen of Air and Darkness, the dread ruler of the Gloaming Court. Once a race of lazy and egotistical fey, the creatures that would become the quicklings were late in answering the queen's summons one time too many. To hasten their pace and teach them to mind her will, the queen shrank their stature and sped up their internal clocks. The queen's curse gave quicklings their amazing speed but also accelerated their passage through life-no quickling lives longer than fifteen years.
To other creatures, a quickling seems blindingly fast, vanishing into an indistinct blur as it moves. Its cruel laughter is a burst of rapid staccato sounds, its speech a shrill squeal. Only when a quickling deliberately slows down, which it prefers not to do, can other beings properly see, hear, and comprehend it. Never truly at rest, a "stationary" quickling constantly paces and shifts in place, as though it can't wait to be off again.
Tricks of that sort are hardly the limit of their artful malice, however. They don't commit outright murder, but quicklings can ruin lives in plenty of other ways: stealing an important letter, swiping coins collected for the poor, planting a stolen item in someone's bag. Quicklings enjoy causing suffering that transcends mere mis chief, especially when the blame for their actions falls on other creatures and creates discord.
Too Fast for Words.  The mortal realm is a ponderous place to a quickling's eye: a hurricane creeps gradually across the sky, a torrent of rain drifts earthward like lazy snowflakes, lightning crawls in a meandering path from cloud to cloud. The slow and boring world seems to be populated by torpid creatures whose deep, mooing speech lacks meaning.
Mischief, Not Murder.  Quicklings have a capricious nature that goes well with their energy level: they think as fast as they run, and they are always up to something. A quickling spends most of its time perpetrating acts of mischief on slower creatures. One rarely passes up an opportunity to tie a person's bootlaces together, move the stool a creature is about to sit on, or unbuckle a saddle while no one's looking.
Source: Volo's Guide to Monsters p. 187</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Red Guard Drake</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>understands Draconic but can't speak it</languages>
    <cr>2</cr>
    <resist>fire</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The drake attacks twice, once with its bite and once with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Tail|+5|1d6+3</attack>
      </action>
    <description>A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.
Gifts from Dragons.  The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.
Eager to Learn.  A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.
Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.
Black Guard Drake.  A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake.  A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake.  A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake.  A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake.  A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Source: Volo's Guide to Monsters p. 158</description>
    <environment>mountain, underdark, urban</environment>
    </monster>
  <monster>
      <name>Redcap</name>
    <size>S</size>
    <type>fey</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (natural armor)</ac>
    <hp>45 (6d6+24)</hp>
    <speed>walk 25 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>18</con>
    <int>10</int>
    <wis>12</wis>
    <cha>9</cha>
    <save></save>
    <skill>Athletics +6, Perception +3</skill>
    <passive>13</passive>
    <languages>Common, Sylvan</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Iron Boots</name>
      <text>While moving, the redcap has disadvantage on Dexterity (Stealth) checks.</text>
      </trait>
    <trait>
        <name>Outsize Strength</name>
      <text>While grappling, the redcap is considered to be Medium. Also, wielding a heavy weapon doesn't impose disadvantage on its attack rolls.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The redcap makes three attacks with its wicked sickle.</text>
      </action>
    <action>
        <name>Wicked Sickle</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 9 (2d4 + 4) slashing damage.</text>
      <attack>Wicked Sickle|+6|2d4+4</attack>
      </action>
    <action>
        <name>Ironbound Pursuit</name>
      <text>The redcap moves up to its speed to a creature it can see and kicks with its iron boots. The target must succeed on a DC 14 Dexterity saving throw or take 20 (3d10 + 4) bludgeoning damage and be knocked prone.</text>
      <attack>Ironbound Pursuit||3d10+4</attack>
      </action>
    <action>
        <name>Variant: Madcap</name>
      <text>A madcap is a redcap that soaks its hat in demon ichor instead of blood. Contact with demon ichor makes the creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair, the word "cool," or the color blue.</text>
      <text>When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.</text>
      </action>
    <description>A redcap is a homicidal fey creature born of blood lust. Redcaps, although small, have formidable strength, which they use to hunt and kill without hesitation or regret.
Blood Lust Personified.  In the Feywild, or where that plane touches the world at a fey crossing, if a sentient creature acts on an intense desire for bloodshed, one or more redcaps might appear where the blood of a slain person soaks the ground. At first, new red caps look like tiny bloodstained mushrooms just pushing their caps out of the soil. When moonlight shines on one of these caps, a creature that looks like a wizened and undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, pants of similar material, heavy iron boots, and a heavy bladed weapon. From the moment it awakens, a redcap desires only murder and carnage, and it sets out to satisfy these cravings.
Redcaps lack subtlety. They live for direct confrontation and the mayhem of mortal combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in a vicious swing of its weapon before the target can react.
Also, some redcaps can sense the being whose murderous acts led to their birth. A redcap might use this innate connection to find its creator and make that creature its first victim. Others seek out their maker to enjoy proximity to a kindred spirit. An individual responsible for the creation of multiple redcaps at the same site could attract the entire group to serve as cohorts, emulating that creature's murderous handiwork.
In any case, if a redcap works with another being, the redcap demands to be paid in victims. A patron who tries to stifle a redcap's natural and necessary urge for blood risks becoming the redcap's next target.
As subtle as a flung battleaxe.
-Volo
Steeped in Slaughter.  To sustain its unnatural existence, a redcap has to soak its hat in the fresh blood of its victims. When a redcap is born, its hat is coated with wet blood, and it knows that if the blood isn't replenished at least once every three days, the redcap vanishes as if it had never been. A redcap's desire to slay is rooted in its will to survive.
Bloodthirsty Mercenaries.  Redcaps don't usually operate in groups, but in some circumstances they might be fond in the employ of hags and dark mages that know methods to call redcaps out of the Feywild and put them to work as grisly servants.
Source: Volo's Guide to Monsters p. 188, Tomb of Annihilation, Baldur's Gate: Descent Into Avernus, Infernal Machine Rebuild</description>
    <environment>forest, swamp, hill</environment>
    </monster>
  <monster>
      <name>Rothé</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>15 (2d10+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the rothé moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Gore|+6|1d6+4</attack>
      </action>
    <description>Ordinary rothé resemble musk oxen and have darkvision out to a range of 30 feet.
Source: Volo's Guide to Monsters p. 208</description>
    <environment>grassland</environment>
    </monster>
  <monster>
      <name>Sea Spawn</name>
    <size>M</size>
    <type>humanoid</type>
    <alignment>Neutral Evil</alignment>
    <ac>11 (natural armor)</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 20 ft., swim 30 ft.</speed>
    <str>15</str>
    <dex>8</dex>
    <con>15</con>
    <int>6</int>
    <wis>10</wis>
    <cha>8</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>understands Aquan and Common but can't speak</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Limited Amphibiousness</name>
      <text>The sea spawn can breathe air and water, but needs to be submerged in the sea at least once a day for 1 minute to avoid suffocating.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The sea spawn makes three attacks: two unarmed strikes and one with its Piscine Anatomy.</text>
      </action>
    <action>
        <name>Unarmed Strike</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Unarmed Strike|+4|1d4+2</attack>
      </action>
    <action>
        <name>Piscine Anatomy</name>
      <text>The sea spawn has one or more of the following attack options, provided it has the appropriate anatomy:</text>
      <text>• Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Piscine Anatomy|+5|1d4+2</attack>
      <text>• Poison Quills. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 3 (1d6) poison damage, and the target must succeed on a DC 12 Constitution saving throw or be poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Piscine Anatomy|+5|1d6</attack>
      <text>• Tentacle. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 5 (1d6 + 2) bludgeoning damage, and the target is grappled (escape DC 12) if it is a Medium or smaller creature. Until this grapple ends, the sea spawn can't use this tentacle on another target.</text>
      <attack>Piscine Anatomy|+5|1d6+2</attack>
      </action>
    <description>Many of the stories sung as sea shanties and passed on as tales in dockside taverns tell of people lost to the sea-but not merely drowned and gone. These unfortunates are taken by the ocean and live on as sea spawn, haunting the waves like tortured reflections of their former selves. Coral encrusts them. Barnacles cling to their cold skin. Lungs that once filled with air can now breathe in water as well.
Tales provide myriad reasons for these strange transformations. "Be wary of falling in love with a sea elf or a merfolk," some say. "Return to port before a storm, no matter how tempting the catch." "Honor the sea gods as they demand, but never promise them your heart." Such cautionary tales disguise the deeper truth: things lurk beneath the waves that strive to claim the hearts and minds of land dwellers.
Deep Thralls.  Krakens, morkoths, sea hags, marids, storm giants, dragon turtles-all of these sea creatures and more can mark mortals as their own and claim them as minions. Such people might become beholden to their master through a bleak bargain, or they might find themselves cursed by such creatures. Once warped into a fishlike form, the person can't leave the sea for long without courting death.
Anatomical Diversity.  Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin's spines, a whale's fin, octopus eyes, seaweed hair, or any combination of such qualities. Some sea spawn have piscine body parts that provide them with special abilities beyond those of an ordinary humanoid.
The Sea Spawn of Purple Rocks. Visitors to a string of islands called the Purple Rocks (in the Forgotten Realms setting) might notice one curious fact about the islands' human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are cast into the sea and claimed by a kraken named Slarkrethel. The experience transforms the children into fanatics dedicated to the kraken. They return from the sea as humans, but when they reach old age, they transform into sea spawn and rejoin their master in the dark depths. Some children return having suffered partial transformations, leaving them semi-bestial until their full transformation when they reach old age. These wretches are hidden until their final change, to keep the secret of the Purple Rocks.
Kraken priests (described in appendix B) are the tenders of the kraken's flock. Most of the priests are island natives, but some are merfolk, merrow, or sea elves that live in the water around the Purple Rocks.
Source: Volo's Guide to Monsters p. 189</description>
    <environment>underwater, coastal</environment>
    </monster>
  <monster>
      <name>Shadow Mastiff</name>
    <size>M</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>33 (6d8+6)</hp>
    <speed>walk 40 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>5</int>
    <wis>12</wis>
    <cha>5</cha>
    <save></save>
    <skill>Perception +3, Stealth +6</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>2</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks while in dim light or darkness</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Ethereal Awareness</name>
      <text>The shadow mastiff can see ethereal creatures and objects.</text>
      </trait>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The shadow mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Shadow Blend</name>
      <text>While in dim light or darkness, the shadow mastiff can use a bonus action to become invisible, along with anything it is wearing or carrying. The invisibility lasts until the shadow mastiff uses a bonus action to end it or until the shadow mastiff attacks, is in bright light, or is incapacitated.</text>
      </trait>
    <trait>
        <name>Sunlight Weakness</name>
      <text>While in bright light created by sunlight, the shadow mastiff has disadvantage on attack rolls, ability checks, and saving throws.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
      <attack>Bite|+5|2d6+3</attack>
      </action>
    <action>
        <name>Variant: Shadow Mastiff Alpha</name>
      <text>A shadow mastiff alpha has the statistics of a normal shadow mastiff, with the following modifications:</text>
      <text>• The alpha has above average (42–54) hit points.</text>
      <text>• It has an Intelligence of 6 (-2).</text>
      <text>• It has the Terrifying Howl action option described below.</text>
      <text>Terrifying Howl. The shadow mastiff howls. Any beast or humanoid within 300 feet of the mastiff and able to hear its howl must succeed on a DC 11 Wisdom saving throw or be frightened for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to any shadow mastiff's Terrifying Howl for the next 24 hours.</text>
      </action>
    <description>These black hounds of the Shadowfell move invisibly through the shadows, always on the hunt. In gloomy places where the veil between the Shadowfell and the Material Plane is thinnest, they can cross over into the dark realms of the world.
Ravenous Lurkers.  Shadow mastiffs hunt in packs on the Shadowfell, so when one of them enters a rift between the planes, several more are sure to follow. Each pack is led by an alpha (male or female) that is the smartest and toughest one of the group. The alpha must remain sharp to keep the rest of the pack in line, lest it be killed and replaced.
When a shadow mastiff pack is hungry and senses prey nearby, the alpha lets loose a howl that strikes fear into the hearts of nearby beasts and humanoids. Its howl is also a signal to the rest of the pack to move in for the kill. Gloom provides a shadow mastiff with supernatural protection, granting it resistance to nonmagical weapons while in dim light or darkness. Shadow mastiffs can tolerate bright light, but they shun sunlight.
Summoned for Service.  Some faiths devoted to deities of gloom and night, such as Shar in the Forgotten Realms, perform unholy rites to summon shadow mastiffs from the Shadowfell and then put them to work as temple sentinels, bodyguards, and punishers of nonbelievers, heretics, and apostates. The method for bringing shadow mastiffs into the world is also known by other strong-willed and evil-minded individuals, who find use for the hounds as guards in their strongholds.
Ethereal Sight.  In addition to its other capabilities, a shadow mastiff can see creatures and objects on the Ethereal Plane. This extraplanar perception makes a mastiff an especially skilled guardian, especially in situations when magical or spiritual incursion is likely.
Source: Volo's Guide to Monsters p. 190</description>
    <environment>forest, swamp, hill</environment>
    </monster>
  <monster>
      <name>Shoosuva</name>
    <size>L</size>
    <type>fiend (demon)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>110 (13d10+39)</hp>
    <speed>walk 40 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>17</con>
    <int>7</int>
    <wis>14</wis>
    <cha>9</cha>
    <save>Dex +4, Con +6, Wis +5</save>
    <skill></skill>
    <passive>12</passive>
    <languages>Abyssal, Gnoll, telepathy 120 ft.</languages>
    <cr>8</cr>
    <resist>cold, fire, lightning; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Rampage</name>
      <text>When it reduces a creature to 0 hit points with a melee attack on its turn, the shoosuva can take a bonus action to move up to half its speed and make a bite attack.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The shoosuva makes two attacks: one with its bite and one with its tail stinger.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 26 (4d10 + 4) piercing damage.</text>
      <attack>Bite|+7|4d10+4</attack>
      </action>
    <action>
        <name>Tail Stinger</name>
      <text>Melee Weapon Attack: +7 to hit, reach 15 ft., one creature. 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or become poisoned. While poisoned, the target is also paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Tail Stinger|+7|2d8+4</attack>
      </action>
    <description>Demon lords create lesser demons for the purpose of spreading chaos and terror throughout the multiverse.
Shoosuva. A shoosuva is a hyena-demon gifted by Yeenoghu to an especially powerful gnoll (typically as a fang of Yeenoghu). A shoosuva manifests shortly after a war band achieves a great victory, emerging from a billowing, fetid cloud of smoke as it arrives from the Abyss. In battle, the demon wraps its slavering jaws around one victim while lashing out with the poisonous stinger on its tail to bring down another one. A creature immobilized by the poison becomes easy pickings for any gnolls nearby.
Each shoosuva is bonded to a particular gnoll and fights alongside its master. A gnoll that has been gifted with a shoosuva is second only to a flind in status within a war band.
Source: Volo's Guide to Monsters p. 137</description>
    <environment>grassland, forest, hill, arctic</environment>
    </monster>
  <monster>
      <name>Slithering Tracker</name>
    <size>M</size>
    <type>ooze</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14</ac>
    <hp>32 (5d8+10)</hp>
    <speed>walk 30 ft., climb 30 ft., swim 30 ft.</speed>
    <str>16</str>
    <dex>19</dex>
    <con>15</con>
    <int>10</int>
    <wis>14</wis>
    <cha>11</cha>
    <save></save>
    <skill>Stealth +8</skill>
    <passive>12</passive>
    <languages>understands languages it knew in its previous form but can't speak</languages>
    <cr>3</cr>
    <resist>bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune></immune>
    <vulnerable>cold, fire</vulnerable>
    <conditionImmune>blinded, deafened, exhaustion, grappled, paralyzed, petrified, prone, restrained, unconscious</conditionImmune>
    <senses>blindsight 120 ft.</senses>
    <trait>
        <name>Ambusher</name>
      <text>In the first round of a combat, the slithering tracker has advantage on attack rolls against any creature it surprised.</text>
      </trait>
    <trait>
        <name>Damage Transfer</name>
      <text>While grappling a creature, the slithering tracker takes only haIf the damage dealt to it, and the creature it is grappling takes the other half.</text>
      </trait>
    <trait>
        <name>False Appearance</name>
      <text>While the slithering tracker remains motionless, it is indistinguishable from a puddle, unless an observer succeeds on a DC 18 Intelligence (Investigation) check.</text>
      </trait>
    <trait>
        <name>Keen Tracker</name>
      <text>The slithering tracker has advantage on Wisdom checks to track prey.</text>
      </trait>
    <trait>
        <name>Liquid Form</name>
      <text>The slithering tracker can enter an enemy's space and stop there. It can also move through a space as narrow as 1 inch wide without squeezing.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The slithering tracker can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <trait>
        <name>Watery Stealth</name>
      <text>While underwater, the slithering tracker has advantage on Dexterity (Stealth) checks made to hide, and it can take the Hide action as a bonus action.</text>
      </trait>
    <action>
        <name>Slam</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 8 (1d10 + 3) bludgeoning damage.</text>
      <attack>Slam|+5|1d10+3</attack>
      </action>
    <action>
        <name>Life Leech</name>
      <text>One Large or smaller creature that the slithering tracker can see within 5 feet of it must succeed on a DC 13 Dexterity saving throw or be grappled (escape DC 13). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. In addition, the grappled target takes 16 (3d10) necrotic damage at the start of each of its turns. The slithering tracker can grapple only one target at a time.</text>
      <attack>Life Leech||3d10</attack>
      </action>
    <description>The quest for revenge sometimes leads one to undergo a ritual whereby they transform into a body of semiliquid sentience known as a slithering tracker. Innocuous and insidious at the same time, a tracker flows into places where a normal creature can't go and brings its own brand of watery death down upon its quarry.
Vengeance at Any Cost.  The ritual for creating a slithering tracker is known to hags, liches, and priests who worship gods of vengeance. It can only be performed on a willing creature that hungers for revenge. The ritual sucks all the moisture from the person's body, killing it. Yet the mind lives on in the puddle of liquid that issues forth from the remains, and so too does the subject's insatiable need for retribution.
Stealthy Assassins.  A slithering tracker tastes the ground it courses over, seeking any trace of its prey. To kill, a slithering tracker rises up and enshrouds a creature, attempting to drown the prey while also draining it of blood. A slithering tracker that has killed in this fashion becomes much easier to locate for a time, since its liquid form becomes tinged with blood and its body leaves a visible trail of the stuff behind it.
Descent into Madness.  Achieving revenge against its target doesn't end a slithering tracker's existence, nor its hunger for blood. Some slithering trackers remain aware of their purpose and extend their quest for vengeance to others, such as anyone who supported or befriended the original target. Most of the time, though, a tracker's mind can't cope with being trapped in liquid form, unable to communicate, and driven by the desire for blood: after a tracker fulfills its duty, insanity takes over the creature, and it attacks indiscriminately until it is destroyed.
Source: Volo's Guide to Monsters p. 191, Tomb of Annihilation, Infernal Machine Rebuild, Mythic Odysseys of Theros</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Spawn of Kyuss</name>
    <size>M</size>
    <type>undead</type>
    <alignment>Chaotic Evil</alignment>
    <ac>10</ac>
    <hp>76 (9d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>18</con>
    <int>5</int>
    <wis>7</wis>
    <cha>3</cha>
    <save>Wis +1</save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands the languages it knew in life but can't speak</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>exhaustion, poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Regeneration</name>
      <text>The spawn of Kyuss regains 10 hit points at the start of its turn if it has at least 1 hit point and isn't in sunlight or a body of running water. If the spawn takes acid, fire, or radiant damage, this trait doesn't function at the start of the spawn's next turn. The spawn is destroyed only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Worms</name>
      <text>If the spawn of Kyuss is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away, and it loses its Burrowing Worm action.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The spawn of Kyuss makes two attacks with its claws and uses Burrowing Worm.</text>
      </action>
    <action>
        <name>Burrowing Worm</name>
      <text>A worm launches from the spawn of Kyuss at one humanoid that the spawn can see within 10 feet of it. The worm latches onto the target's skin unless the target succeeds on a DC 11 Dexterity saving throw. The worm is a Tiny undead with AC 6, 1 hit point, a 2 (-4) in every ability score, and a speed of 1 foot. While on the target's skin, the worm can be killed by normal means or scraped off using an action (the spawn can use this action to launch a scraped-off worm at a humanoid it can see within 10 feet of the worm). Otherwise, the worm burrows under the target's skin at the end of the target's next turn, dealing 1 piercing damage to it. At the end of each of its turns thereafter, the target takes 7 (2d6) necrotic damage per worm infesting it (maximum of 10d6). A worm-infested target dies if it drops to 0 hit points, then rises 10 minutes later as a spawn of Kyuss. If a worm-infested creature is targeted by an effect that cures disease or removes a curse, all the worms infesting it wither away.</text>
      <attack>Burrowing Worm||-4</attack>
      </action>
    <action>
        <name>Claw</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage plus 7 (2d6) necrotic damage.</text>
      <attack>Claw|+6|1d6+3</attack>
      </action>
    <description>Kyuss was a high priest of Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss's death, his mad disciples continue performing the horrific rites he perfected.
Plague of Worms.  From a distance or in poor light, a spawn of Kyuss looks like an ordinary zombie. As it comes into clearer view, one can see scores of little green worms crawling in and out of it. These worms jump onto nearby humanoids and burrow into their flesh. A worm that penetrates a humanoid body makes its way to the creature's brain. Once inside the brain, the worm kills its host and animates the corpse, transforming it into a spawn of Kyuss that breeds more worms. The dead humanoid's soul remains trapped inside the corpse, preventing the individual from being raised or resurrected until the undead body is destroyed. The horror of being a soul imprisoned in an undead body drives a spawn of Kyuss insane.
Corruption Without End.  Spawn of Kyuss are expressions of Orcus's intent to replace all life with undeath. Left to its own devices, a solitary spawn of Kyuss travels aimlessly. If it stumbles across a living creature, the spawn attacks with the sole intent of creating more spawn. Whether they are dispersed or clustered, spawn reproduce exponentially if nothing stops them.
Undead Nature.  Spawn of Kyuss require no air, food, drink, or sleep.
Source: Volo's Guide to Monsters p. 192</description>
    <environment>underdark, desert</environment>
    </monster>
  <monster>
      <name>Stegosaurus</name>
    <size>H</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>76 (8d12+24)</hp>
    <speed>walk 40 ft.</speed>
    <str>20</str>
    <dex>9</dex>
    <con>17</con>
    <int>2</int>
    <wis>11</wis>
    <cha>5</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. 26 (6d6 + 5) piercing damage.</text>
      <attack>Tail|+7|6d6+5</attack>
      </action>
    <description>This heavily built dinosaur has rows of plates on its back and a flexible, spiked tail held high to strike predators. It tends to travel in herds of mixed ages.
Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>Stench Kow</name>
    <size>L</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>10</ac>
    <hp>15 (2d10+4)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>10</dex>
    <con>14</con>
    <int>2</int>
    <wis>10</wis>
    <cha>4</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist>cold, fire, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Charge</name>
      <text>If the kow moves at least 20 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 7 (2d6) piercing damage.</text>
      </trait>
    <trait>
        <name>Stench</name>
      <text>Any creature other than a stench kow that starts its turn within 5 feet of the stench kow must succeed on a DC 12 Constitution saving throw or be poisoned until the start of the creature's next turn. On a successful saving throw, the creature is immune to the stench of all stench kows for 1 hour.</text>
      </trait>
    <action>
        <name>Gore</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d6 + 4) piercing damage.</text>
      <attack>Gore|+6|1d6+4</attack>
      </action>
    <description>These orange and green misshapen bison are native to the Lower Planes.
Source: Volo's Guide to Monsters p. 208</description>
    <environment></environment>
    </monster>
  <monster>
      <name>Stone Giant Dreamwalker</name>
    <size>H</size>
    <type>giant (stone giant)</type>
    <alignment>Chaotic Neutral</alignment>
    <ac>18 (natural armor)</ac>
    <hp>161 (14d12+70)</hp>
    <speed>walk 40 ft.</speed>
    <str>23</str>
    <dex>14</dex>
    <con>21</con>
    <int>10</int>
    <wis>8</wis>
    <cha>12</cha>
    <save>Dex +6, Con +9, Wis +3</save>
    <skill>Athletics +14, Perception +3</skill>
    <passive>13</passive>
    <languages>Common, Giant</languages>
    <cr>10</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dreamwalker's Charm</name>
      <text>An enemy that starts its turn within 30 feet of the giant must make a DC 13 Charisma saving throw, provided that the giant isn't incapacitated. On a failed save, the creature is charmed by the giant. A creature charmed in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the saving throw, the creature is immune to this giant's Dreamwalker's Charm for 24 hours.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two attacks with its greatclub.</text>
      </action>
    <action>
        <name>Greatclub</name>
      <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. 19 (3d8 + 6) bludgeoning damage.</text>
      <attack>Greatclub|+10|3d8+6</attack>
      </action>
    <action>
        <name>Petrifying Touch</name>
      <text>The giant touches one Medium or smaller creature within 10 feet of it that is charmed by it. The target must make a DC 17 Constitution saving throw. On a failed save, the target becomes petrified, and the giant can adhere the target to its stony body. Greater restoration spells and other magic that can undo petrification have no effect on a petrified creature on the giant unless the giant is dead, in which case the magic works normally, freeing the petrified creature as well as ending the petrified condition on it.</text>
      </action>
    <action>
        <name>Rock</name>
      <text>Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. 28 (4d10 + 6) bludgeoning damage. If the target is a creature, it must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
      <attack>Rock|+10|4d10+6</attack>
      </action>
    <description>The surface of the world is an alien realm to stone giants: fluctuating, temporary, exposed to gusting wind and sudden rain. It is as wildly changeable as a dream, and that's how they regard it-as a dream. Nothing there is permanent, so nothing there is real. What happens on the surface doesn't matter. Promises and bargains made there needn't be honored. Life and even art hold less value there.
Dream Dwellers.  Stone giants sometimes go on dream quests in the surface world, seeking inspiration for their art, to break a decades-long ennui, or out of simple curiosity. Some who go on these quests let themselves become lost in the dream. Other stone giants are banished to the surface as punishment. Regardless of the reason, if they don't take shelter under stone, such individuals can become dreamwalkers.
Dreamwalkers occupy an odd place of respect outside of stone giant ordning. They are considered outcasts, but their familiarity with the surface world makes them valuable guides, and their insights can help other stone giants grasp the dangers of living in a dream.
Mad Wanderers.  Dreamwalkers are driven mad by isolation, shame, and their unendingly alien surroundings, and this madness leeches out into the world around them, affecting other creatures that get too close. Believing that they're living in a dream and that their actions have no real consequences, dreamwalkers act as they please, becoming forces of chaos. As they travel the world, they collect objects and creatures that seem especially significant in their mad minds. Over time, the collected things accrete to their bodies, becoming encased in stone.
Source: Volo's Guide to Monsters p. 150</description>
    <environment>mountain, hill, coastal</environment>
    </monster>
  <monster>
      <name>Storm Giant Quintessent</name>
    <size>H</size>
    <type>giant (storm giant)</type>
    <alignment>Chaotic Good</alignment>
    <ac>12</ac>
    <hp>230 (20d12+100)</hp>
    <speed>walk 50 ft., fly 50 ft., swim 50 ft.</speed>
    <str>29</str>
    <dex>14</dex>
    <con>20</con>
    <int>17</int>
    <wis>20</wis>
    <cha>19</cha>
    <save>Str +14, Con +10, Wis +10, Cha +9</save>
    <skill>Arcana +8, History +8</skill>
    <passive>20</passive>
    <languages>Common, Giant</languages>
    <cr>16</cr>
    <resist>cold; bludgeoning, piercing, slashing from nonmagical attacks</resist>
    <immune>lightning, thunder</immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>truesight 60 ft.</senses>
    <trait>
        <name>Amphibious</name>
      <text>The giant can breathe air and water.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The giant makes two Lightning Sword attacks or uses Wind Javelin twice.</text>
      </action>
    <action>
        <name>Lightning Sword</name>
      <text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. 40 (9d6 + 9) lightning damage.</text>
      <attack>Lightning Sword|+14|9d6+9</attack>
      </action>
    <action>
        <name>Windjavelin</name>
      <text>The giant coalesces wind into a javelin-like form and hurls it at a creature it can see within 600 feet of it. The javelin is considered a magic weapon and deals 19 (3d6 + 9) piercing damage to the target, striking unerringly. The javelin disappears after it hits.</text>
      </action>
    <legendary>
        <text>The giant (storm giant) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The giant (storm giant) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Gust</name>
      <text>The giant targets a creature it can see within 60 feet of it and creates a magical gust of wind around it. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in any horizontal direction the giant chooses.</text>
      </legendary>
    <legendary>
        <name>Thunderbolt (2 Actions)</name>
      <text>The giant hurls a thunderbolt at a creature it can see within 600 feet of it. The target must make a DC 18 Dexterity saving throw, taking 22 (4d10) thunder damage on a failed save, or half as much damage on a successful one.</text>
      </legendary>
    <legendary>
        <name>One with the Storm (3 Actions)</name>
      <text>The giant vanishes, dispersing itself into the storm surrounding its lair. The giant can end this effect at the start of any of its turns, becoming a giant once more and appearing in any location it chooses within its lair. While dispersed, the giant can't take any actions other than lair actions, and it can't be targeted by attacks, spells, or other effects. The giant can't use this ability outside its lair, nor can it use this ability if another creature is using a control weather spell or similar magic to quell the storm.</text>
      </legendary>
    <legendary>
        <name>Lair Actions</name>
      </legendary>
    <legendary>
        <text>A storm giant quintessent can use lair actions in giant form and while transformed into a storm. On initiative count 20 (losing initiative ties), the giant can take a lair action to cause one of the following effects; the giant can't use the same effect two rounds in a row:</text>
      <text>• The giant creates a thunderclap centered on a point anywhere in its lair. Each creature within 20 feet of that point must succeed on a DC 18 Constitution saving throw or be deafened until the end of its next turn.</text>
      <text>• The giant creates a 20-foot-radius sphere of fog (or murky water within water) centered on a point anywhere in its lair. The sphere spreads around corners, and its area is heavily obscured. The fog lasts until the giant disperses it (no action required), and it can't be dispersed by wind.</text>
      <text>• The giant creates a 60-foot-long, 10-foot-wide line of strong wind ( or strong current within water) originating from a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in its area. Protected flames, such as those of lanterns, have a 50 percent chance of being extinguished.</text>
      </legendary>
    <legendary>
        <name>Regional Effects</name>
      </legendary>
    <legendary>
        <text>The region containing a storm giant quintessent's lair is warped by the giant's presence, which creates one or more of the following effects:</text>
      <text>• High wind blows within 1 mile of the lair, making it impossible to light a fire unless the location where the fire is lit is protected from the wind.</text>
      <text>• Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow, dust, or sand form deep drifts or dunes.</text>
      <text>• Flashes of lightning and peals of thunder are continual, day and night, within 5 miles of the lair.</text>
      <text>If the giant dies, the lightning, thunder, and high wind regional effects end immediately. Rain, snow, and blowing dust abate gradually within 1d8 days.</text>
      </legendary>
    <description>To forestall the inevitable, some storm giants approaching the end of their natural life spans seek an escape from death. They plumb the depths of their powerful connection to the elements and disperse themselves into nature, literally transforming into semiconscious storms. The blizzard that rages unendingly around a mountain peak, the vortex that swirls around a remote island, or the thunderstorm that howls ceaselessly up and down a rugged coastline could, in fact, be the undying form of a storm giant clinging to existence.
Elemental Weapons.  A storm giant quintessent sheds its armor and weapons, but gains the power to form makeshift weapons out of thin air. When the giant has no further use of them, or when the giant dies, its elemental weapons disappear.
Forsaken Form.  A storm giant quintessent can revert to its true giant form on a whim. The change is temporary but can be maintained long enough for the giant to communicate with a mortal, carry out a short task, or defend its home against aggressors.
A Quintessent's Lair. A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept desert bluff. As befits the environment, the storm in which the giant lives could be a blizzard, a typhoon, a thunderstorm, or a sandstorm.
Source: Volo's Guide to Monsters p. 151, Ghosts of Saltmarsh</description>
    <environment>underwater, mountain, desert, coastal, arctic</environment>
    </monster>
  <monster>
      <name>Swarm of Cranium Rats</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Lawful Evil</alignment>
    <ac>12</ac>
    <hp>36 (8d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>10</con>
    <int>15</int>
    <wis>11</wis>
    <cha>14</cha>
    <save></save>
    <skill></skill>
    <passive>10</passive>
    <languages>telepathy 30 ft.</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Illumination</name>
      <text>As a bonus action, the swarm can shed dim light from its brains in a 5-foot radius, increase the illumination to bright light in a 5 to 20-foot radius (and dim light for an additional number of feet equal to the chosen radius), or extinguish the light.</text>
      </trait>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rat. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <trait>
        <name>Telepathic Shroud</name>
      <text>The swarm is immune to any effect that would sense its emotions or read its thoughts. as well as to all divination spells.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +5 to hit, reach 0 ft., one target in the swarm's space. 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer.</text>
      <attack>Bites|+5|4d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The swarm's innate spellcasting ability is Intelligence (spell save DC 13). As long as it has more than half of its hit points, it can innately cast the following spells, requiring no components:</text>
      <text>At will: command, comprehend languages, detect thoughts</text>
      <text>1/day each: confusion, dominate monster</text>
      </trait>
    <spells>command, comprehend languages, detect thoughts, confusion, dominate monster</spells>
    <description>Mind flayers create cranium rats by bombarding normal rats with psionic energy.
Evil Collectives. Cranium rats are no smarter than ordinary rats and behave as such. However, if enough cranium rats come together to form a swarm, they merge their minds into a single intelligence with the accumulated memories of all the swarm's constituents. The rats become smarter as a result, and they retain their heightened intelligence for as long as the swarm persists. The swarm also awakens latent psionic abilities implanted within each cranium rat by its mind flayer creators, bestowing upon the swarm psionic powers similar to spells.
A rat separated from the swarm becomes an ordinary cranium rat with an Intelligence of 15. It loses 1 point of Intelligence each day that it remains separated from the swarm. Its Intelligence can't drop below 4 and becomes 15 again if it rejoins the swarm or another one.
Telepathic Vermin. A single, low-intelligence cranium rat uses its natural telepathy to communicate hunger, fear, and other base emotions. A swarm of cranium rats communicating telepathically "speaks" as one creature, often referring to itself using the collective pronouns "we" and "us."
Spies for an Elder Brain. Mind flayer colonies use cranium rats as spies. The rats invade surface communities and act as eyes and ears for the elder brain, transmitting their thoughts when they swarm and are within range of the elder brain's telepathy.
Cranium rats occasionally spread beyond the elder brain's range of influence. Whatever these rats do is of no concern to the elder brain, and the illithids can always make more if they so desire.
Source: Volo's Guide to Monsters p. 133</description>
    <environment>underdark, urban</environment>
    </monster>
  <monster>
      <name>Swarm of Rot Grubs</name>
    <size>M</size>
    <type>swarm of Medium beasts</type>
    <alignment>Unaligned</alignment>
    <ac>8</ac>
    <hp>22 (5d8)</hp>
    <speed>walk 5 ft., climb 5 ft.</speed>
    <str>2</str>
    <dex>7</dex>
    <con>10</con>
    <int>1</int>
    <wis>2</wis>
    <cha>1</cha>
    <save></save>
    <skill></skill>
    <passive>6</passive>
    <languages></languages>
    <cr>1/2</cr>
    <resist>piercing, slashing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, frightened, grappled, paralyzed, petrified, prone, restrained</conditionImmune>
    <senses>blindsight 10 ft.</senses>
    <trait>
        <name>Swarm</name>
      <text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny maggot. The swarm can't regain hit points or gain temporary hit points.</text>
      </trait>
    <action>
        <name>Bites</name>
      <text>Melee Weapon Attack: +0 to hit, reach 0 ft., one creature in the swarm's space. The target is infested by 1d4 rot grubs. At the start of each of the target's turns, the target takes 1d6 piercing damage per rot grub infesting it. Applying fire to the bite wound before the end of the target's next turn deals 1 fire damage to the target and kills these rot grubs. After this time, these rot grubs are too far under the skin to be burned. If a target infested by rot grubs ends its turn with 0 hit points, it dies as the rot grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target.</text>
      </action>
    <description>Rot grubs are finger-sized maggots that eat living or dead flesh, although they can survive on plant matter. They infest corpses and piles of decaying matter and attack living creatures that disturb them. After burrowing into the flesh of a living creature, a rot grub instinctively chews its way toward the heart in order to kill its host.
Rot grubs pose a threat both singly and as a swarm. See the accompanying stat block for the mechanics of a swarm of rot grubs. A single rot grub has no stat block. Any creature that comes into contact with it must make a DC 10 Dexterity saving throw. On a failed save, the rot grub burrows into the creature's flesh and deals 3 (1d6) piercing damage at the start of each of the host creature's turns. Applying fire to the wound before the end of the host creature's next turn deals 1 fire damage to the host and kills the infesting rot grub. After this time, the rot grub is too far under the host creature's skin to be burned. If a creature infested by one or more rot grubs ends its turn with 0 hit points, it dies as the grubs burrow into its heart and kill it. Any effect that cures disease kills all rot grubs infesting the target. Burning a body kills any rot grubs infesting it
Source: Volo's Guide to Monsters p. 208, Ghosts of Saltmarsh</description>
    <environment>underdark, swamp</environment>
    </monster>
  <monster>
      <name>Swashbuckler</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any Non-Lawful Alignment</alignment>
    <ac>17 (leather armor)</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>12</str>
    <dex>18</dex>
    <con>12</con>
    <int>14</int>
    <wis>11</wis>
    <cha>15</cha>
    <save></save>
    <skill>Acrobatics +8, Athletics +5, Persuasion +6</skill>
    <passive>10</passive>
    <languages>any one language (usually Common)</languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Lightfooted</name>
      <text>The swashbuckler can take the Dash or Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Suave Defense</name>
      <text>While the swashbuckler is wearing light or no armor and wielding no shield, its AC includes its Charisma modifier.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The swashbuckler makes three attacks: one with a dagger and two with its rapier.</text>
      </action>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. 6 (1d4 + 4) piercing damage.</text>
      <attack>Dagger|+6|1d4+4</attack>
      </action>
    <action>
        <name>Rapier</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Rapier|+6|1d8+4</attack>
      </action>
    <description>Swashbucklers are charming ne'er-do-wells who live by their own codes of honor. They crave notoriety, often indulge in romantic trysts, and eke out livings as pirates and corsairs, rarely staying in one place for too long.
Source: Volo's Guide to Monsters p. 217, Waterdeep: Dragon Heist, Tomb of Annihilation, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Storm Lord's Wrath, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>coastal, urban</environment>
    </monster>
  <monster>
      <name>Tanarukk</name>
    <size>M</size>
    <type>fiend (demon, orc)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>95 (10d8+50)</hp>
    <speed>walk 30 ft.</speed>
    <str>18</str>
    <dex>13</dex>
    <con>20</con>
    <int>9</int>
    <wis>9</wis>
    <cha>9</cha>
    <save></save>
    <skill>Intimidation +2, Perception +2</skill>
    <passive>12</passive>
    <languages>Abyssal, Common, Orc</languages>
    <cr>5</cr>
    <resist>fire, poison</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Aggressive</name>
      <text>As a bonus action, the tanarukk can move up to its speed toward a hostile creature that it can see.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The tanarukk has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The tanarukk makes two attacks: one with its bite and one with its greatsword.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 8 (1d8 + 4) piercing damage.</text>
      <attack>Bite|+7|1d8+4</attack>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 11 (2d6 + 4) slashing damage.</text>
      <attack>Greatsword|+7|2d6+4</attack>
      </action>
    <reaction>
        <name>Unbridled Fury</name>
      <text>In response to being hit by a melee attack, the tanarukk can make one melee weapon attack with advantage against the attacker.</text>
      </reaction>
    <description>To the common folk of the world, an orc is an orc. They know that any one of these savages can tear an ordinary person to pieces, so no further distinction is necessary.
Orcs know better. Different groups of orcs exist within a tribe, the actions of each dictated by the deity they pay homage to. To complement the various kinds of warriors that spill forth to ravage the countryside, each tribe has members that remain deep inside the lair, seldom if ever seeing what lies outside the darkness of their den.
In addition, orcs have special relationships with two creatures that are sometimes found in their company: the aurochs, a great bull that serves as a mount for warriors that revere Bahgtru, and the tanarukk, a demon-orc crossbreed that is so depraved and destructive that even orcs seek to kill it. The aurochs is described in appendix A. The tanarukk is described below.
Tanarukk. When demonic corruption taints a tribe's leadership, orcs might turn to abyssal magic to make tanarukks. Evil humans who control orcs also use such power to bolster their followers' strength.
The demon lord Baphomet gladly shares the secret of creating tanarukks with those who entreat him for power. The process corrupts an unborn orc of the tribe, transforming it at birth into a creature much more savage than an orc.
Although tanarukks are fearsome fighters, they are a threat to their allies off the battlefield. Within the tribe's lair, a tanarukk is destructive and volatile, and best kept imprisoned. Sooner or later, a free tanarukk rampages through the tribe, attempting to take over by force. Most such coups fail, but at great cost to the tribe. If a tanarukk does seize the leadership of a tribe, reckless war is the course it inevitably chooses.
If a tanarukk manages to breed, its blood taints numerous subsequent generations, so its female descendants randomly produce tanarukks. Rather than risk raising a natural-born tanarukk, most tribes slay such abominations.
Source: Volo's Guide to Monsters p. 186</description>
    <environment>underdark, mountain, hill</environment>
    </monster>
  <monster>
      <name>Thorny</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>27 (5d8+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>13</str>
    <dex>12</dex>
    <con>13</con>
    <int>2</int>
    <wis>10</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +4, Stealth +3</skill>
    <passive>14</passive>
    <languages></languages>
    <cr>1</cr>
    <resist>lightning, piercing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Plant Camouflage</name>
      <text>The thorny has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The thorny regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the thorny's next turn. The thorny dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 8 (2d6 + 1) piercing damage.</text>
      <attack>Bite|+3|2d6+1</attack>
      </action>
    <description>Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.
Primitive Plants.  Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.
Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.
As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.
No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.
Mold Begets Mold.  Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.
Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.
Source: Volo's Guide to Monsters p. 197, Tomb of Annihilation</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Tlincalli</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Neutral Evil</alignment>
    <ac>15 (natural armor)</ac>
    <hp>85 (10d10+30)</hp>
    <speed>walk 40 ft.</speed>
    <str>16</str>
    <dex>13</dex>
    <con>16</con>
    <int>8</int>
    <wis>12</wis>
    <cha>8</cha>
    <save></save>
    <skill>Perception +4, Stealth +4, Survival +4</skill>
    <passive>14</passive>
    <languages>Tlincalli</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The tlincalli makes two attacks: one with its longsword or spiked chain, and one with its sting.</text>
      </action>
    <action>
        <name>Longsword</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing damage if used with two hands.</text>
      <attack>Longsword|+6|1d8+3</attack>
      </action>
    <action>
        <name>Spiked Chain</name>
      <text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. 6 (1d6 + 3) piercing damage, and the target is grappled (escape DC 11) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the tlincalli can't use the spiked chain against another target.</text>
      <attack>Spiked Chain|+6|1d6+3</attack>
      </action>
    <action>
        <name>Sting</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. 6 (1d6 + 3) piercing damage plus 14 (4d6) poison damage, and the target must succeed on a DC 14 Constitution saving throw or be poisoned for 1 minute. If it fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Sting|+6|1d6+3</attack>
      </action>
    <description>Tlincallis, also called scorpion folk, are chitin-covered creatures, humanoid from the waist up with the lower body of an enormous scorpion, complete with a stinger at the end of a long tail.
Desert Nomads.  Tlincallis live austerely. They range across arid lands, hunting at dawn and dusk. In the hours between, they wait out the day's heat or the night's cold by burying themselves in loose sand or earth or, if the terrain proves too inflexible, lurking in ruins or shallow caves. A tribe of tlincallis stays in one place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. The tribe also settles down temporarily whenever it's time to lay eggs and hatch a new brood of young.
Poisonous Eggs.  Tlincallis deposit their eggs in warm places out of direct sunlight, often amid a stand of cacti near their present encampment. There the eggs lie protected by hard shells coated in paralytic poison similar to that produced by their stingers. A would-be predator that dares to break an egg is defenseless against the tlincallis that come to investigate.
Horrid Kidnappers.  Tlincallis eat what they kill, but they also take some of their prey alive when they have new mouths to feed. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these prisoners back to their encampment and tie them to cactus or rock formations. There, victims wait until the sun sets and the newly hatched young emerge from the lair to eat them alive.
Prideful Hunters.  Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribe's leader must decide whether the group becomes obedient to the superior hunter, moves on, or fights to the death to defeat it.
Makeshift Weapons and Objects.  Tlincallis are uncivilized and don't build cities, make clothing, or mine metals. Instead, they scavenge what they need or want. They do, however, know how to melt down scavenged metal to forge crude weapons and tools.
Source: Volo's Guide to Monsters p. 193</description>
    <environment>desert</environment>
    </monster>
  <monster>
      <name>Transmuter</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>40 (9d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>11</con>
    <int>17</int>
    <wis>12</wis>
    <cha>11</cha>
    <save>Int +6, Wis +4</save>
    <skill>Arcana +6, History +6</skill>
    <passive>11</passive>
    <languages>any four languages</languages>
    <cr>5</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Transmuter's Stone</name>
      <text>The transmuter carries a magic stone it crafted that grants its bearer one of the following effects:</text>
      <text>Darkvision out to a range of 60 feet</text>
      <text>An extra 10 feet of speed while the bearer is unencumbered</text>
      <text>Proficiency with Constitution saving throws</text>
      <text>Resistance to acid, cold, fire, lightning, or thunder damage (transmuter's choice whenever the transmuter chooses this benefit)</text>
      <text>If the transmuter has the stone and casts a transmutation spell of 1st level or higher, it can change the effect of the stone.</text>
      </trait>
    <action>
        <name>Quarterstaff</name>
      <text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 2 (1d6 - 1) bludgeoning damage, or 3 (1d8 - 1) bludgeoning damage if used with two hands.</text>
      <attack>Quarterstaff|+2|1d6-1</attack>
      </action>
    <trait>
        <name>Spellcasting</name>
      <text>The transmuter is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). The transmuter has the following wizard spells prepared:</text>
      <text>Cantrips (at will): light, mending, prestidigitation, ray of frost</text>
      <text>• 1st level (4 slots): chromatic orb, expeditious retreat*, mage armor</text>
      <text>• 2nd level (3 slots): alter self*, hold person, knock*</text>
      <text>• 3rd level (3 slots): blink*, fireball, slow*</text>
      <text>• 4th level (3 slots): polymorph*, stoneskin</text>
      <text>• 5th level (1 slots): telekinesis*</text>
      <text>*Transmutation spell of 1st level or higher</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>light, mending, prestidigitation, ray of frost, chromatic orb, expeditious retreat, mage armor, alter self, hold person, knock, blink, fireball, slow, polymorph, stoneskin, telekinesis</spells>
    <description>Transmuters are specialist wizards who embrace change, rail against the status quo, and view magical transmutation as a path to riches, enlightenment, or apotheosis.
Source: Volo's Guide to Monsters p. 218, Tales from the Yawning Portal</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>Trapper</name>
    <size>L</size>
    <type>monstrosity</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>85 (10d10+30)</hp>
    <speed>walk 10 ft., climb 10 ft.</speed>
    <str>17</str>
    <dex>10</dex>
    <con>17</con>
    <int>2</int>
    <wis>13</wis>
    <cha>4</cha>
    <save></save>
    <skill>Stealth +2</skill>
    <passive>11</passive>
    <languages></languages>
    <cr>3</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>blindsight 30 ft., darkvision 60 ft.</senses>
    <trait>
        <name>False Appearance</name>
      <text>While the trapper is attached to a ceiling, floor, or wall and remains motionless, it is almost indistinguishable from an ordinary section of ceiling, floor, or wall. A creature that can see it and succeeds on a DC 20 Intelligence (Investigation) or Intelligence (Nature) check can discern its presence.</text>
      </trait>
    <trait>
        <name>Spider Climb</name>
      <text>The trapper can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
      </trait>
    <action>
        <name>Smother</name>
      <text>One Large or smaller creature within 5 feet of the trapper must succeed on a DC 14 Dexterity saving throw or be grappled (escape DC 14). Until the grapple ends, the target takes 17 (4d6 + 3) bludgeoning damage plus 3 (1d6) acid damage at the start of each of its turns. While grappled in this way, the target is restrained, blinded, and at risk of suffocating. The trapper can smother only one creature at a time.</text>
      <attack>Smother||4d6+3</attack>
      </action>
    <description>A trapper is a manta-like creature that lurks in subterranean and natural environments. It can change the color and texture of its tough, outward-facing side to help it blend in with its surroundings, while its soft, inward-facing side clings to the floor, wall, or ceiling in its hunting territory. It remains motionless as it waits for prey to come close. When a target is within its reach, it peels itself away from the surface and wraps around its prey, crushing, smothering, and then digesting it.
Versatile Camouflage.  A trapper can alter the color and texture of its outer side to match its surroundings. It can blend in with any surface made of stone, earth, or wood, masking its presence to any but the most rigorous scrutiny. It can't change its texture to that of a grassy or snow-covered surface, but it can change its color to match and then conceal itself under a thin layer of vegetation or actual snow.
Trappers know when prey draws near, so explore ruins and dungeons with equal wariness. For dumb beasts, they know very well what treasure is, what treasure chests are, and how these lure the likes of us.
-Volo
Stationary Hunters.  A trapper needs to eat about a halfling-sized meal once a week to remain sated. It is content to stay in one place, given a steady supply of food, and thus trappers are a threat along any well-traveled dungeon corridor and on routes through the wilderness that see a lot of traffic. When prey is scarce, a trapper enters a state of hibernation that can last for months, though it is still aware when prey comes near. A trapper on the verge of starvation might defy its instincts and begin creeping along, abandoning its old territory in search of better hunting.
Beware of Leftovers.  When its prey is dead, a trapper dissolves and absorbs the fleshy parts, leaving a scattering of bones, metal, treasure, and other indigestible bits in the place where the creature had been. A trapper that lurks on the floor of its hunting grounds can cover these remains with own body, making them look like irregularities in the surface. The creature might also attach itself to a wall or a ceiling close to a recent kill, effectively using the remnants as bait: a creature that stops to investigate the bones for valuables stands a good chance of becoming the trapper's next meal.
Source: Volo's Guide to Monsters p. 194, Infernal Machine Rebuild</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Ulitharid</name>
    <size>L</size>
    <type>aberration</type>
    <alignment>Lawful Evil</alignment>
    <ac>15 (breastplate)</ac>
    <hp>127 (17d10+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>12</dex>
    <con>15</con>
    <int>21</int>
    <wis>19</wis>
    <cha>21</cha>
    <save>Int +9, Wis +8, Cha +9</save>
    <skill>Arcana +9, Insight +8, Perception +8, Stealth +5</skill>
    <passive>18</passive>
    <languages>Deep Speech, Undercommon, telepathy 2 miles</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 120 ft.</senses>
    <trait>
        <name>Creature Sense</name>
      <text>The ulitharid is aware of the presence of creatures within 2 miles of it that have an Intelligence score of 4 or higher. It knows the distance and direction to each creature, as well as each creature's intelligence score, but can't sense anything else about it. A creature protected by a mind blank spell, a nondetection spell, or similar magic can't be perceived in this manner.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The ulitharid has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Psionic Hub</name>
      <text>If an elder brain establishes a psychic link with the ulitharid, the elder brain can form a psychic link with any other creature the ulitharid can detect using its Creature Sense. Any such link ends if the creature falls outside the telepathy ranges of both the ulitharid and the elder brain. The ulitharid can maintain its psychic link with the elder brain regardless of the distance between them, so long as they are both on the same plane of existence. lithe ulitharid is more than 5 miles away from the elder brain, it can end the psychic link at any time (no action required).</text>
      </trait>
    <action>
        <name>Tentacles</name>
      <text>Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. 27 (4d10 + 5) psychic damage. If the target is Large or smaller, it is grappled (escape DC 14) and must succeed on a DC 17 Intelligence saving throw or be stunned until this grapple ends.</text>
      <attack>Tentacles|+9|4d10+5</attack>
      </action>
    <action>
        <name>Extract Brain</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one incapacitated humanoid grappled by the ulitharid. 55 (10d10) piercing damage. If this damage reduces the target to 0 hit points, the ulitharid kills the target by extracting and devouring its brain.</text>
      <attack>Extract Brain|+9|10d10</attack>
      </action>
    <action>
        <name>Mind Blast (Recharge 5-6)</name>
      <text>The ulitharid magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 17 Intelligence saving throw or take 31 (4d12 + 5) psychic damage and be stunned for 1 minute. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Mind Blast (Recharge 5-6)||4d12+5</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Psionics)</name>
      <text>The ulitharid's innate spellcasting ability is Intelligence (spell save DC 17). It can innately cast the following spells, requiring no components:</text>
      <text>At will: detect thoughts, levitate</text>
      <text>1/day each: confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift (self only), project image, scrying, telekinesis</text>
      </trait>
    <spells>detect thoughts, levitate, confusion, dominate monster, eyebite, feeblemind, mass suggestion, plane shift, project image, scrying, telekinesis</spells>
    <description>Very rarely, a tadpole from an elder brain's brine pool transforms an individual into an ulitharid, a larger and more potent mind flayer that boasts six tentacles.
Master Minds.  Illithids innately recognize that an ulitharid's survival is more important than their own. An elder brain's reaction to the rise of an ulitharid varies. In most colonies, the ulitharid becomes an elder brain's most favored servant, invested with power and authority. In others, the elder brain perceives an ulitharid as a potential rival for power, and it manipulates or quashes the ulitharid's ambitions accordingly.
Birth of a Colony.  When an ulitharid finds sharing leadership with an elder brain to be insufferable, it breaks off from the colony, taking a group of mind flayers with it, and moves to another location to form a new colony. After the death of the ulitharid's body, mind flayers take its brain and place it in a brine pool, where it grows into an elder brain over a few days. This process doesn't work on the brain of an ulitharid that dies a natural death, as a brain that succumbs to old age is too decrepit to be used in the creation of an elder brain.
Extractor Staff.  Each ulitharid carries a psionically enhanced staff made of black metal. When the ulitharid is ready to give up its life, it attaches the staff to the back of its head, and the staff cracks open its skull and peels it apart, enabling its brain to be extracted. The brain and the staff are then planted in the ulitharid's corpse, causing it to dissolve into ichor. This psionically potent slime helps to fuel the transformation of the area into a brine pool that surrounds an embryonic elder brain.
Source: Volo's Guide to Monsters p. 175, Waterdeep: Dungeon of the Mad Mage</description>
    <environment>underdark</environment>
    </monster>
  <monster>
      <name>Vargouille</name>
    <size>T</size>
    <type>fiend</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12</ac>
    <hp>13 (3d4+6)</hp>
    <speed>walk 5 ft., fly 40 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>14</con>
    <int>4</int>
    <wis>7</wis>
    <cha>2</cha>
    <save></save>
    <skill></skill>
    <passive>8</passive>
    <languages>understands Abyssal, Infernal, and any languages it knew before becoming a vargouille but can't speak</languages>
    <cr>1</cr>
    <resist>cold, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage plus 10 (3d6) poison damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Kiss</name>
      <text>The vargouille kisses one incapacitated humanoid within 5 feet of it. The target must succeed on a DC 12 Charisma saving throw or become cursed. The cursed target loses 1 point of Charisma after each hour, as its head takes on fiendish aspects. The curse doesn't advance while the target is in sunlight or the area of a daylight spell; don't count that time. When the cursed target's Charisma becomes 2, it dies, and its head tears from its body and becomes a new vargouille. Casting remove curse, greater restoration, or a similar spell on the target before the transformation is complete can end the curse. Doing so undoes the changes made to the target by the curse.</text>
      </action>
    <action>
        <name>Stunning Shriek</name>
      <text>The vargouille shrieks. Each humanoid and beast within 30 feet of the vargouille and able to hear it must succeed on a DC 12 Wisdom saving throw or be frightened until the end of the vargouille's next turn. While frightened in this way, a target is stunned. If a target's saving throw is successful or the effect ends for it, the target is immune to the Stunning Shriek of all vargouilles for 1 hour.</text>
      </action>
    <description>Shrieking, flapping, and hideous to behold-with a body like a severed head and bat-like wings in place of ears—vargouilles boil out of the Abyss to infest other planes of existence, such as Carceri, where they are a menace. Each vargouille carries a disease that creates more of its kind; a flock of vargouilles on the wing is a plague of chaos and evil waiting to happen.
Abyssal Nuisances.  Swarms of vargouilles flap through the caverns and skies of the Abyss. They are given little regard by powerful and intelligent demons since vargouilles can do them no harm. Even the weakest demon, such as a manes or a dretch, fears vargouilles only if they appear in great numbers. In the Lower Planes, vargouilles rarely get the chance to eat live prey other than vermin. More often, they lap up the ichor left behind when one fiend kills another.
The kiss of a vargouille infects a humanoid with a fiendish curse. If allowed to run its course, the curse brings about a gruesome transformation as an abyssal spirit invades the person's body. Over a period of hours, the victim's head takes on fiendish aspects such as fangs, tentacles, and horns. At the same time, the person's ears grow larger, expanding and transforming into wing-like appendages. In the final moments, the victim's head tears away from the body in a fountain of blood, becoming another vargouille, which often then eagerly laps up its own life fluids. Sunlight or the brilliant illumination of a daylight spell can delay this transformation, and vargouilles instinctively shun bright light as a result.
The World Awaits.  Because of their instinctive hunger for living prey, vargouilles are eager to escape the Lower Planes. On rare occasions, the summoning of a demon to another plane can bring a vargouille along for the ride, attaching itself like a tick. The precautions a mortal takes to contain and control a summoned demon rarely account for a stowaway, and thus a vargouille enters the world unbidden.
Ghastly Reproduction.  Vargouilles that roam free on the Material Plane are a dire threat to all creatures, especially humanoids. Their awful shrieking can paralyze other creatures with fear, and such victims are helpless to resist a vargouille's accursed kiss.
Source: Volo's Guide to Monsters p. 195</description>
    <environment>underdark, swamp, desert</environment>
    </monster>
  <monster>
      <name>Vegepygmy</name>
    <size>S</size>
    <type>plant</type>
    <alignment>Neutral</alignment>
    <ac>13 (natural armor)</ac>
    <hp>9 (2d6+2)</hp>
    <speed>walk 30 ft.</speed>
    <str>7</str>
    <dex>14</dex>
    <con>13</con>
    <int>6</int>
    <wis>11</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2, Stealth +4</skill>
    <passive>12</passive>
    <languages>Vegepygmy</languages>
    <cr>1/4</cr>
    <resist>lightning, piercing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Plant Camouflage</name>
      <text>The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The vegepygmy regains 3 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.
Primitive Plants.  Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.
Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.
As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.
No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.
Mold Begets Mold.  Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.
Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.
Source: Volo's Guide to Monsters p. 196, Tomb of Annihilation</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Vegepygmy Chief</name>
    <size>S</size>
    <type>plant</type>
    <alignment>Neutral</alignment>
    <ac>14 (natural armor)</ac>
    <hp>33 (6d6+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>14</str>
    <dex>14</dex>
    <con>14</con>
    <int>7</int>
    <wis>12</wis>
    <cha>9</cha>
    <save></save>
    <skill>Perception +3, Stealth +4</skill>
    <passive>13</passive>
    <languages>Vegepygmy</languages>
    <cr>2</cr>
    <resist>lightning, piercing</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Plant Camouflage</name>
      <text>The vegepygmy has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The vegepygmy regains 5 hit points at the start of its turn. If it takes cold, fire, or necrotic damage, this trait doesn't function at the start of the vegepygmy's next turn. The vegepygmy dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The vegepygmy makes two attacks with its claws or two melee attacks with its spear.</text>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+4|1d6+2</attack>
      </action>
    <action>
        <name>Spear</name>
      <text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. 5 (1d6 + 2) piercing damage, or 6 (1d8 + 2) piercing damage if used with two hands to make a melee attack.</text>
      <attack>Spear|+4|1d6+2</attack>
      </action>
    <action>
        <name>Spores (1/Day)</name>
      <text>A 15-foot-radius cloud of toxic spores extends out from the vegepygmy. The spores spread around corners. Each creature in that area that isn't a plant must succeed on a DC 12 Constitution saving throw or be poisoned. While poisoned in this way, a target takes 9 (2d8) poison damage at the start of each of its turns. A target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
      <attack>Spores (1/Day)||2d8</attack>
      </action>
    <description>Vegepygmies are fungus creatures that live in simple tribal units, hunting for sustenance and spreading the spores from which they reproduce.
Primitive Plants.  Vegepygmies, also called mold folk or moldies, inhabit dark areas that are warm and wet, so they are most commonly found underground or in dense forests where little sunlight penetrates. A vegepygmy instinctively feels kinship with other plant and fungus creatures, and thus vegepygmy tribes coexist well with creatures such as myconids, shriekers, and violet fungi.
Although they prefer to eat fresh meat, bone, and blood, vegepygmies can absorb nutrients from soil and many sorts of organic matter, meaning that they rarely go hungry. A vegepygmy can hiss and make other noises by forcing air through its mouth, but it can't speak in a conventional sense. Among themselves, vegepygmies communicate by hissing, gestures, and rhythmic tapping on the body. Vegepygmies build and craft little; any gear they have is acquired from other creatures or built by copying simple construction they have witnessed.
As a vegepygmy ages, it grows tougher and develops spore clusters on its body. Spore-bearing vegepygmies are deferred to by other vegepygmies, so outsiders refer to such vegepygmies as chiefs. A chief can expel its spores in a burst, infecting nearby creatures. If a creature dies while infected, its corpse produces vegepygmies the same way russet mold does.
No one knows for sure where russet mold came from. One historical account tells of adventurers in a forbidding mountain range discovering russet mold and vegepygmies in a peculiar metal dungeon full of strange life. Another story says that explorers found russet mold in a crater left by a falling star, with vegepygmies infesting the dense jungle nearby.
Mold Begets Mold.  Vegepygmies originate from the remains left behind when a humanoid or a giant is killed by russet mold. One or more vegepygmies emerge from the corpse a day later. If a beast such as a dog or a bear dies from russet mold, the result is a bestial moldie called a thorny result instead of a humanoid-shaped vegepygmy. Thornies are less intelligent than vegepygmies, but have greater size and ferocity, as well as a thorn-covered body.
Russet Mold. The fungus known as russet mold is reddish-brown in color and found only in places that are dark, warm, and wet. Russet mold that spreads out across a metal object can be mistaken for natural rust, and a successful DC 15 Intelligence (Nature) or Wisdom (Survival) check is required to identify it accurately by sight in such a case.
Any creature that comes within 5 feet of russet mold must make a DC 13 Constitution saving throw as the mold emits a puff of spores. On a failed save, the creature becomes poisoned. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of each of its turns, sprouting mold as it takes damage. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Any magic that neutralizes poison or cures disease kills the infestation. A creature reduced to 0 hit points by the mold's poison damage dies. If the dead creature is a beast, a giant, or a humanoid, one or more newborn vegepygmies emerge from its body 24 hours later: one newborn from a Small corpse, two from a Medium corpse, four from a Large corpse, eight from a Huge corpse, or sixteen from a Gargantuan corpse.
Russet mold can be hard to kill, since weapons and most types of damage do it no harm. Effects that deal acid, necrotic, or radiant damage kill 1 square foot of russet mold per 1 damage dealt. A pound of salt, a gallon of alcohol, or a magical effect that cures disease kills russet mold in a square area that is 10 feet on a side. Sunlight kills any russet mold in the light's area.
Source: Volo's Guide to Monsters p. 197, Tomb of Annihilation</description>
    <environment>forest, swamp</environment>
    </monster>
  <monster>
      <name>Velociraptor</name>
    <size>T</size>
    <type>beast</type>
    <alignment>Unaligned</alignment>
    <ac>13 (natural armor)</ac>
    <hp>10 (3d4+3)</hp>
    <speed>walk 30 ft.</speed>
    <str>6</str>
    <dex>14</dex>
    <con>13</con>
    <int>4</int>
    <wis>12</wis>
    <cha>6</cha>
    <save></save>
    <skill>Perception +3</skill>
    <passive>13</passive>
    <languages></languages>
    <cr>1/4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Pack Tactics</name>
      <text>The velociraptor has advantage on an attack roll against a creature if at least one of the velociraptor's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The velociraptor makes two attacks: one with its bite and one with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. 5 (1d6 + 2) piercing damage.</text>
      <attack>Bite|+4|1d6+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 4 (1d4 + 2) slashing damage.</text>
      <attack>Claws|+4|1d4+2</attack>
      </action>
    <description>This feathered dinosaur is about the size of a large turkey. It is an aggressive predator and often hunts in packs to bring down larger prey.
Source: Volo's Guide to Monsters p. 140, Tomb of Annihilation</description>
    <environment>grassland, forest</environment>
    </monster>
  <monster>
      <name>War Priest</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>117 (18d8+36)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>10</dex>
    <con>14</con>
    <int>11</int>
    <wis>17</wis>
    <cha>13</cha>
    <save>Con +6, Wis +7</save>
    <skill>Intimidation +5, Religion +4</skill>
    <passive>13</passive>
    <languages>any two languages</languages>
    <cr>9</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <action>
        <name>Multiattack</name>
      <text>The priest makes two melee attacks.</text>
      </action>
    <action>
        <name>Maul</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 10 (2d6 + 3) bludgeoning damage.</text>
      <attack>Maul|+7|2d6+3</attack>
      </action>
    <reaction>
        <name>Guided Strike (Recharges after a Short or Long Rest)</name>
      <text>The priest grants a +10 bonus to an attack roll made by itself or another creature within 30 feet of it. The priest can make this choice after the roll is made but before it hits or misses.</text>
      </reaction>
    <trait>
        <name>Spellcasting</name>
      <text>The priest is a 9th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It has the following cleric spells prepared:</text>
      <text>Cantrips (at will): light, mending, sacred flame, spare the dying</text>
      <text>• 1st level (4 slots): divine favor, guiding bolt, healing word, shield of faith</text>
      <text>• 2nd level (3 slots): lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon</text>
      <text>• 3rd level (3 slots): beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk</text>
      <text>• 4th level (3 slots): banishment, freedom of movement, guardian of faith, stoneskin</text>
      <text>• 5th level (1 slots): flame strike, mass cure wounds, hold monster</text>
      </trait>
    <slots>4, 3, 3, 3, 1</slots>
    <spells>light, mending, sacred flame, spare the dying, divine favor, guiding bolt, healing word, shield of faith, lesser restoration, magic weapon, prayer of healing, silence, spiritual weapon, beacon of hope, crusader's mantle, dispel magic, revivify, spirit guardians, water walk, banishment, freedom of movement, guardian of faith, stoneskin, flame strike, mass cure wounds, hold monster</spells>
    <description>War priests worship deities of war and combat. They plan tactics, lead soldiers into battle, confront enemy spellcasters, and tend to casualties. A war priest might command an army or serve as a warlord's right hand on the battlefield.
Source: Volo's Guide to Monsters p. 218, Essentials Kit: Divine Contention, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake, Mythic Odysseys of Theros</description>
    <environment>desert, urban</environment>
    </monster>
  <monster>
      <name>Warlock of the Archfey</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>11 (14 with mage armor)</ac>
    <hp>49 (11d8)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>13</dex>
    <con>11</con>
    <int>11</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +3, Cha +6</save>
    <skill>Arcana +2, Deception +6, Nature +2, Persuasion +6</skill>
    <passive>11</passive>
    <languages>any two languages (usually Sylvan)</languages>
    <cr>4</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed</conditionImmune>
    <senses></senses>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+3|1d4+2</attack>
      </action>
    <reaction>
        <name>Misty Escape (Recharges after a Short or Long Rest)</name>
      <text>In response to taking damage, the warlock turns invisible and teleports up to 60 feet to an unoccupied space it can see. It remains invisible until the start of its next turn or until it attacks, makes a damage roll, or casts a spell.</text>
      </reaction>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: disguise self, mage armor (self only), silent image, speak with animals</text>
      <text>1/day: conjure fey</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The warlock is an 11th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery</text>
      <text>• 5th level (3 slots): blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</text>
      </trait>
    <slots>3</slots>
    <spells>disguise self, mage armor, silent image, speak with animals, conjure fey, dancing lights, eldritch blast, friends, mage hand, minor illusion, prestidigitation, vicious mockery, blink, charm person, dimension door, dominate beast, faerie fire, fear, hold monster, misty step, phantasmal force, seeming, sleep</spells>
    <description>Warlocks of the archfey gain their powers through magical pacts forged with lords of the Feywild. These warlocks commonly associate with lesser fey creatures such as boggles, quicklings, redcaps, satyrs, and sprites.
Source: Volo's Guide to Monsters p. 219</description>
    <environment>arctic, forest, mountain, swamp, urban</environment>
    </monster>
  <monster>
      <name>Warlock of the Fiend</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>78 (12d8+24)</hp>
    <speed>walk 30 ft.</speed>
    <str>10</str>
    <dex>14</dex>
    <con>15</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +4, Cha +7</save>
    <skill>Arcana +4, Deception +7, Persuasion +7, Religion +4</skill>
    <passive>11</passive>
    <languages>any two languages (usually Abyssal or Infernal)</languages>
    <cr>7</cr>
    <resist>slashing from nonmagical attacks not made with silvered weapons</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Dark One's Own Luck (Recharges after a Short or Long Rest)</name>
      <text>When the warlock makes an ability check or saving throw, it can add a d10 to the roll. It can do this after the roll is made but before any of the roll's effects occur.</text>
      </trait>
    <action>
        <name>Mace</name>
      <text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 3 (1d6) bludgeoning damage plus 10 (3d6) fire damage.</text>
      <attack>Mace|+3|1d6</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: alter self, false life, levitate (self only), mage armor (self only), silent image</text>
      <text>1/day each: feeblemind, finger of death, plane shift</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The warlock is a 17th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp</text>
      <text>• 5th level (4 slots): banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</text>
      </trait>
    <slots>4</slots>
    <spells>alter self, false life, levitate, mage armor, silent image, feeblemind, finger of death, plane shift, eldritch blast, fire bolt, friends, mage hand, minor illusion, prestidigitation, shocking grasp, banishment, burning hands, flame strike, hellish rebuke, magic circle, scorching ray, scrying, stinking cloud, suggestion, wall of fire</spells>
    <description>Warlocks of the fiend gain their powers through magical pacts forged with archfiends of the Lower Planes. These warlocks often keep imps or quasits as companions, and they tend toward extremes of behavior: consorting with fiend-worshiping cultists or dedicating their lives to destroying fiendish cults.
Source: Volo's Guide to Monsters p. 219, Infernal Machine Rebuild</description>
    <environment>arctic, desert, underdark, urban</environment>
    </monster>
  <monster>
      <name>Warlock of the Great Old One</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>91 (14d8+28)</hp>
    <speed>walk 30 ft.</speed>
    <str>9</str>
    <dex>14</dex>
    <con>15</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Wis +4, Cha +7</save>
    <skill>Arcana +4, History +4</skill>
    <passive>11</passive>
    <languages>any two languages, telepathy 30 ft.</languages>
    <cr>6</cr>
    <resist>psychic</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Whispering Aura</name>
      <text>At the start of each of the warlock's turns, each creature of its choice within 5 feet of it must succeed on a DC 15 Wisdom saving throw or take 10 (3d6) psychic damage, provided that the warlock isn't incapacitated.</text>
      </trait>
    <action>
        <name>Dagger</name>
      <text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. 4 (1d4 + 2) piercing damage.</text>
      <attack>Dagger|+5|1d4+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The warlock's innate spellcasting ability is Charisma. It can innately cast the following spells (spell save DC 15), requiring no material components:</text>
      <text>At will: detect magic, jump, levitate, mage armor (self only), speak with dead</text>
      <text>1/day each: arcane gate, true seeing</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The warlock is a 14th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp</text>
      <text>• 5th level (3 slots): armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</text>
      </trait>
    <slots>3</slots>
    <spells>detect magic, jump, levitate, mage armor, speak with dead, arcane gate, true seeing, chill touch, eldritch blast, guidance, mage hand, minor illusion, prestidigitation, shocking grasp, armor of Agathys, arms of Hadar, crown of madness, clairvoyance, contact other plane, detect thoughts, dimension door, dissonant whispers, dominate beast, telekinesis, vampiric touch</spells>
    <description>Warlocks of the Great Old One gain their powers through magical pacts forged with eldritch entities from strange and distant realms of existence. Some of these warlocks associate with cultists devoted to these entities, as well as aberrations that share their goals, yet other warlocks of the Great Old One are experts at rooting out the insanity and wickedness inspired by bizarre beings from beyond the stars.
Source: Volo's Guide to Monsters p. 220, Infernal Machine Rebuild</description>
    <environment>desert, hill, mountain, underdark, urban</environment>
    </monster>
  <monster>
      <name>Warlord</name>
    <size>M</size>
    <type>humanoid (any race)</type>
    <alignment>Any alignment</alignment>
    <ac>18 (plate armor)</ac>
    <hp>229 (27d8+108)</hp>
    <speed>walk 30 ft.</speed>
    <str>20</str>
    <dex>16</dex>
    <con>18</con>
    <int>12</int>
    <wis>12</wis>
    <cha>18</cha>
    <save>Str +9, Dex +7, Con +8</save>
    <skill>Athletics +9, Intimidation +8, Perception +5, Persuasion +8</skill>
    <passive>15</passive>
    <languages>any two languages</languages>
    <cr>12</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses></senses>
    <trait>
        <name>Indomitable (3/Day)</name>
      <text>The warlord can reroll a saving throw it fails. It must use the new roll.</text>
      </trait>
    <trait>
        <name>Survivor</name>
      <text>The warlord regains 10 hit points at the start of its turn if it has at least 1 hit point but fewer hit points than half its hit point maximum.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The warlord makes two weapon attacks.</text>
      </action>
    <action>
        <name>Greatsword</name>
      <text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. 12 (2d6 + 5) slashing damage.</text>
      <attack>Greatsword|+9|2d6+5</attack>
      </action>
    <action>
        <name>Shortbow</name>
      <text>Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. 6 (1d6 + 3) piercing damage.</text>
      <attack>Shortbow|+7|1d6+3</attack>
      </action>
    <legendary>
        <text>The humanoid (any race) can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. The humanoid (any race) regains spent legendary actions at the start of its turn.</text>
      </legendary>
    <legendary>
        <name>Weapon Attack</name>
      <text>The warlord makes a weapon attack.</text>
      </legendary>
    <legendary>
        <name>Command Ally</name>
      <text>The warlord targets one ally it can see within 30 feet of it. if the target can see and hear the warlord, the target can make one weapon attack as a reaction and gains advantage on the attack roll.</text>
      </legendary>
    <legendary>
        <name>Frighten Foe (Costs 2 Actions)</name>
      <text>The warlord targets one enemy it can see within 30 feet of it. If the target can see and hear it, the target must succeed on a DC 16 Wisdom saving throw or be frightened until the end of warlord's next turn.</text>
      </legendary>
    <description>Warlords are legendary battlefield commanders whose names are spoken with awe. After a string of decisive victories, a warlord could easily take on the role of monarch or general and attract followers willing to die for his or her banner.
Source: Volo's Guide to Monsters p. 220, Infernal Machine Rebuild</description>
    <environment>urban</environment>
    </monster>
  <monster>
      <name>White Guard Drake</name>
    <size>M</size>
    <type>dragon</type>
    <alignment>Unaligned</alignment>
    <ac>14 (natural armor)</ac>
    <hp>52 (7d8+21)</hp>
    <speed>walk 30 ft., burrow 20 ft., climb 30 ft.</speed>
    <str>16</str>
    <dex>11</dex>
    <con>16</con>
    <int>4</int>
    <wis>10</wis>
    <cha>7</cha>
    <save></save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>understands Draconic but can't speak it</languages>
    <cr>2</cr>
    <resist>cold</resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <action>
        <name>Multiattack</name>
      <text>The drake attacks twice, once with its bite and once with its tail.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 7 (1d8 + 3) piercing damage.</text>
      <attack>Bite|+5|1d8+3</attack>
      </action>
    <action>
        <name>Tail</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) bludgeoning damage.</text>
      <attack>Tail|+5|1d6+3</attack>
      </action>
    <description>A guard drake is a reptilian creature created out of dragon scales by means of a bizarre and grisly ritual. When trained properly, a drake is obedient, loyal, and territorial, which makes it an excellent watch-beast that can follow simple commands.
Gifts from Dragons.  The ritual to create a guard drake was originally devised by the cult of Tiamat, but has spread to other groups that are skilled in arcana and associated with dragons. The cooperation of a dragon is necessary for the ritual to succeed, and a dragon typically provides its help when it wants to reward its allies or worshipers with a valuable servant.
The ritual, which takes several days, requires 10 pounds of fresh dragon scales (donated by the dragon allied with the group), a large amount of fresh meat, and an iron cauldron. When the process is complete, a halfling-sized egg emerges from the cauldron and is ready to hatch within a few hours.
A guard drake resembles the type of dragon it was created from, but with a wingless, squat, muscular build. A drake can't reproduce, nor can its scales be used to make other guard drakes.
Eager to Learn.  A newly hatched guard drake imprints upon the first creature that feeds it (usually the one planning to train it), establishing an aggressive but trusting bond with that individual. A guard drake is fully grown within two to three weeks and can be trained in the same length of time. One is the equivalent of a guard dog in terms of what it can be trained to do.
Variant: Chromatic Guard Drakes. Each type of chromatic dragon's scales and blood creates a guard drake that resembles a wingless, stunted version of that type of dragon, with unique abilities related to that type. Each has the special features described below.
Black Guard Drake.  A black guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to acid damage.
Blue Guard Drake.  A blue guard drake has a burrowing speed of 20 feet and resistance to lightning damage.
Green Guard Drake.  A green guard drake is amphibious (it can breathe air or water), has a swimming speed of 30 feet, and has resistance to poison damage.
Red Guard Drake.  A red guard drake has climbing speed of 30 feet and resistance to fire damage.
White Guard Drake.  A white guard drake has a burrowing speed of 20 feet, a climbing speed of 30 feet, and resistance to cold damage.
Source: Volo's Guide to Monsters p. 158</description>
    <environment>arctic, urban</environment>
    </monster>
  <monster>
      <name>Wood Woad</name>
    <size>M</size>
    <type>plant</type>
    <alignment>Lawful Neutral</alignment>
    <ac>18 (natural armor, shield)</ac>
    <hp>75 (10d8+30)</hp>
    <speed>walk 30 ft., climb 30 ft.</speed>
    <str>18</str>
    <dex>12</dex>
    <con>16</con>
    <int>10</int>
    <wis>13</wis>
    <cha>8</cha>
    <save></save>
    <skill>Athletics +7, Perception +4, Stealth +4</skill>
    <passive>14</passive>
    <languages>Sylvan</languages>
    <cr>5</cr>
    <resist>bludgeoning, piercing</resist>
    <immune></immune>
    <vulnerable>fire</vulnerable>
    <conditionImmune>charmed, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Club</name>
      <text>In the wood woad's hand, its club is magical and deals 7 (3d4) extra damage (included in its attacks).</text>
      </trait>
    <trait>
        <name>Plant Camouflage</name>
      <text>The wood woad has advantage on Dexterity (Stealth) checks it makes in any terrain with ample obscuring plant life.</text>
      </trait>
    <trait>
        <name>Regeneration</name>
      <text>The wood woad regains 10 hit points at the start of its turn if it is in contact with the ground. If the wood woad takes fire damage, this trait doesn't function at the start of the wood woad's next turn. The wood woad dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
      </trait>
    <trait>
        <name>Tree Stride</name>
      <text>Once on each of its turns, the wood woad can use 10 feet of its movement to step magically into one living tree within 5 feet of it and emerge from a second living tree within 60 feet of it that it can see, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The wood woad makes two attacks with its club.</text>
      </action>
    <action>
        <name>Club</name>
      <text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 14 (4d4 + 4) bludgeoning damage.</text>
      <attack>Club|+7|4d4+4</attack>
      </action>
    <description>A wood woad is a powerful plant in humanoid form invested with the soul of someone who gave up life to become an eternal guardian.
Born of Sacrifice.  The ritual to create a wood woad is a primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn't necessarily an act of evil, if the victim-to-be has entered into a bargain that requires it to be a willing sacrifice.
In the ritual a living person's chest is pierced and the heart removed. A seed is then pushed into the heart, and it is placed in a tree. Any hollow or crook will do, but often a special cavity is carved out of the trunk. The tree is then bathed and watered with the blood of the sacrificed victim, and the body is buried among the tree's roots. After three days, a sprout emerges from the ground at the base of the tree and swiftly grows into a humanoid form.
This new body, armored in tough bark and bearing a gnarled club and shield, is at once ready to perform its duty. The one who performed the ritual sets the wood woad to its task, and the creature follows those orders unceasingly.
Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the land, such as druids and treants. Some treants have wood woad servants by virtue of age-old pacts with druids or fey that performed the rituals, while others acquire the services of freed wood woads that find renewed purpose in the domain of a kindred guardian.
Pitiless Protectors.  A wood woad has a hole where its heart would be, just as does the body of its former self, buried in the earth. Those who become wood woads trade their free will and all sense of sentiment for supernatural strength and a deathless duty. They exist only to protect woodlands and the people who tend them. A wood woad's face is void and expressionless, except for the motes of light that swim about in its eye sockets. Wood woads speak little, and when not being called upon to take action, they root themselves in the earth and silently take sustenance from it.
Uprooted by Immortality.  Like a tree, a wood woad needs only sunlight, air, and nutrients from the earth to go on living. Because they are undying, some wood woads outlive their original purpose. The site a wood woad guards might lose its power or significance over time, or those whom it was assigned to guard might themselves die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Source: Volo's Guide to Monsters p. 198, Essentials Kit: Dragon of Icespire Peak, Essentials Kit: Sleeping Dragon's Wake</description>
    <environment>forest</environment>
    </monster>
  <monster>
      <name>Xvart</name>
    <size>S</size>
    <type>humanoid (xvart)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>8</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>8</passive>
    <languages>Abyssal</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Low Cunning</name>
      <text>The xvart can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Overbearing Pack</name>
      <text>The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Raxivort's Tongue</name>
      <text>The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.
Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.
Raxivort's Betrayal.  All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.
After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.
In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.
Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.
When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all.
-Volo
Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.
Xvart Speakers
A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin).
Greedy Thugs.  Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.
Vermin Masters.  Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures.
Xvart Warlocks.  A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of
Pandemonium.  Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow.
Source: Volo's Guide to Monsters p. 200</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Xvart Speaker</name>
    <size>S</size>
    <type>humanoid (xvart)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>13 (leather armor)</ac>
    <hp>7 (2d6)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>10</con>
    <int>13</int>
    <wis>7</wis>
    <cha>7</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>8</passive>
    <languages>Abyssal and one additional language (usually Common or Goblin)</languages>
    <cr>1/8</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Low Cunning</name>
      <text>The xvart can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Overbearing Pack</name>
      <text>The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Raxivort's Tongue</name>
      <text>The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.</text>
      </trait>
    <action>
        <name>Shortsword</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) piercing damage.</text>
      <attack>Shortsword|+4|1d6+2</attack>
      </action>
    <action>
        <name>Sling</name>
      <text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. 4 (1d4 + 2) bludgeoning damage.</text>
      <attack>Sling|+4|1d4+2</attack>
      </action>
    <description>Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.
Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.
Raxivort's Betrayal.  All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.
After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.
In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.
Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.
When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all.
-Volo
Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.
Xvart Speakers
A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin).
Greedy Thugs.  Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.
Vermin Masters.  Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures.
Xvart Warlocks.  A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of
Pandemonium.  Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow.
Source: Volo's Guide to Monsters p. 200</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Xvart Warlock of Raxivort</name>
    <size>S</size>
    <type>humanoid (xvart)</type>
    <alignment>Chaotic Evil</alignment>
    <ac>12 (15 with mage armor)</ac>
    <hp>22 (5d6+5)</hp>
    <speed>walk 30 ft.</speed>
    <str>8</str>
    <dex>14</dex>
    <con>12</con>
    <int>8</int>
    <wis>11</wis>
    <cha>12</cha>
    <save></save>
    <skill>Stealth +4</skill>
    <passive>10</passive>
    <languages>Abyssal</languages>
    <cr>1</cr>
    <resist></resist>
    <immune></immune>
    <vulnerable></vulnerable>
    <conditionImmune></conditionImmune>
    <senses>darkvision 30 ft.</senses>
    <trait>
        <name>Low Cunning</name>
      <text>The xvart can take the Disengage action as a bonus action on each of its turns.</text>
      </trait>
    <trait>
        <name>Overbearing Pack</name>
      <text>The xvart has advantage on Strength (Athletics) checks to shove a creature if at least one of the xvart's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
      </trait>
    <trait>
        <name>Raxivort's Tongue</name>
      <text>The xvart can communicate with ordinary bats and rats, as well as giant bats and giant rats.</text>
      </trait>
    <action>
        <name>Scimitar</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Scimitar|+4|1d6+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting</name>
      <text>The xvart's innate spellcasting ability is Charisma. it can innately cast the following spells, requiring no material components:</text>
      <text>At will: detect magic, mage armor (self only)</text>
      </trait>
    <trait>
        <name>Spellcasting</name>
      <text>The xvart is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 11, +3 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast, mage hand, minor illusion, poison spray, prestidigitation</text>
      <text>• 2nd level (2 slots): burning hands, expeditious retreat, invisibility, scorching ray</text>
      </trait>
    <slots>2</slots>
    <spells>detect magic, mage armor, eldritch blast, mage hand, minor illusion, poison spray, prestidigitation, burning hands, expeditious retreat, invisibility, scorching ray</spells>
    <description>Xvarts are cruel, cowardly humanoids spawned by a cowardly, renegade demigod. They have blue skin, vivid orange eyes, and receding hairlines, mirroring their creator's appearance. They stand about 3 feet tall.
Xvarts live in remote hills, forests, and caves. Each tribe is led by a speaker, who is usually the brightest one among them. The speaker serves as the tribe's ambassador, and often dons short wooden stilts and heavy robes to look taller and more imperious. The rest of the tribe hunts for food, plundering crops and livestock from nearby farms if the hunt goes poorly. Xvarts aren't much of a threat to civilized locations because they are somewhat fearful of humans, dwarves, and elves.
Raxivort's Betrayal.  All xvarts are the degenerate offspring of an entity named Raxivort, who once served Graz'zt the Dark Prince as treasurer. Raxivort spent long centuries watching over the treasury, and in time he grew to lust after his master's riches. In one bold move, he plundered a treasure vault and fled to the Material Plane. One of the treasures he stole was the Infinity Spindle, a crystalline shard from the early days of the multiverse that could transform even a creature as low as Raxivort into a demigod.
After he ascended to godhood, Raxivort forged a realm called the Black Sewers, within Pandesmos, the topmost layer of Pandemonium. He enjoyed his divine ascension only briefly, though, before Graz'zt unleashed his vengeance. The demon prince had no need to regain the Infinity Spindle, since he already possessed power greater than what it could grant. Instead, he dispatched agents far and wide to spread news of what the spindle could do and the puny, pathetic creature that claimed its ownership. Soon enough, Raxivort was pursued by a variety of enemies, all eager to claim the Spindle as their own.
In the face of his imminent destruction, Raxivort hatched a plan. Fleeing to the Material Plane, he wandered across a variety of worlds and spawned creatures that were his exact duplicate. These are the xvarts, creatures that not only look identical to Raxivort in appearance but also foil any magic used to track him down. Spells, rituals, and other effects that could reveal Raxivort's location instead point to the nearest xvart.
Although the initial rush of enemies against him has subsided, Raxivort knows that the planar powers are patient. He remains in hiding, a wretch of a demigod who does little more than wander the planes, spawning ever more xvarts to ensure his continued safety.
When things go badly for them, they kidnap whoever's handy and sacrifice them to their craven god. Hmm. I guess they're not so different from a lot of humans, after all.
-Volo
Despite their muddled nature, all xvarts have an unshakable devotion to Raxivort. The desire to please Raxivort weighs heavily on all their decisions. When things aren't going well for them, xvarts naturally assume that Raxivort is angry. To appease their troubled lord, they stage kidnappings. They fashion nets to capture their enemies, which are dragged back to the lair and sacrificed on a makeshift altar. Raxivort can hear their supplications, but he's too afraid to come out of hiding most of the time. Occasionally, he does appear before a tribe of worshipers as a 9-foot-tall xvart carrying an empty sack. In every such instance, Raxivort takes all of the treasure that the tribe has accumulated, stuffs it in his sack, and disappears, leaving nothing behind as compensation.
Xvart Speakers
A xvart tribe has one speaker that serves as its leader. The speaker has the statistics of a normal xvart, except that it has an Intelligence of 13 (+1) and knows one additional language (usually Common or Goblin).
Greedy Thugs.  Xvarts have all of their creator's flaws and few redeeming qualities. They lack the physical equipment to reproduce, as well as the inclination to do so. They are greedy, conniving, and obsessed with the acquisition of valuables-the more ornate or bizarre, the better. They know they are flawed, and this minor amount of self-awareness only magnifies their other deficiencies . They hate almost any creature they perceive as better than they are, which includes almost anyone, but they lack the courage or wherewithal to act on their hatred most of the time. Their fear has led them to dwell either in gloomy places on the far fringes of civilized lands or in areas neglected or forgotten by mightier creatures. In other words, xvarts usually live in places where normal vermin might flourish.
Vermin Masters.  Rats and bats (including giant-sized specimens) are naturally attracted to xvarts, and xvarts domesticate such beasts for food and battle. Xvarts also form alliances with wererats, although the lycanthropes are dominant in any such arrangement. This relationship traces back to Raxivort's divine nature. Even though the xvarts inherited Raxivort's greed and cowardice, they also gained his ability to form bonds with such creatures.
Xvart Warlocks.  A xvart can forge a pact with Raxivort by stealing an item of such great value that the demigod himself appears before the xvart to claim it. After surrendering the item to Raxivort, the xvart asks for magical power so that it can find and deliver more great treasures into Raxivort's custody. If the demigod feels so inclined, he imbues the xvart with greater wisdom and charisma and grants it the spellcasting abilities of a warlock before returning to the howling chaos of
Pandemonium.  Raxivort's warlocks are respected and feared in xvart society, but they have little interest in political power. They scour the wilderness, old ruins, and dungeons for treasures, often with a handful of xvart sycophants and giant rat bodyguards in tow.
Source: Volo's Guide to Monsters p. 200</description>
    <environment>underdark, hill</environment>
    </monster>
  <monster>
      <name>Yeth Hound</name>
    <size>L</size>
    <type>fey</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>51 (6d10+18)</hp>
    <speed>walk 40 ft., fly 40 ft.</speed>
    <str>18</str>
    <dex>17</dex>
    <con>16</con>
    <int>5</int>
    <wis>12</wis>
    <cha>7</cha>
    <save></save>
    <skill></skill>
    <passive>11</passive>
    <languages>understands Common, Elvish, and Sylvan but can't speak</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>bludgeoning, piercing, slashing from nonmagical attacks not made with silvered weapons</immune>
    <vulnerable></vulnerable>
    <conditionImmune>charmed, exhaustion, frightened</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Keen Hearing and Smell</name>
      <text>The yeth hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
      </trait>
    <trait>
        <name>Sunlight Banishment</name>
      <text>If the yeth hound starts its turn in sunlight, it is transported to the Ethereal Plane. While sunlight shines on the spot from which it vanished, the hound must remain in the Deep Ethereal. After sunset, it returns to the Border Ethereal at the same spot, whereupon it typically sets out to find its pack or its master. The hound is visible on the Material Plane while it is in the Border Ethereal, and vice versa, but it can't affect or be affected by anything on the other plane. Once it is adjacent to its master or a pack mate that is on the Material Plane, a yeth hound in the Border Ethereal can return to the Material Plane as an action.</text>
      </trait>
    <trait>
        <name>Telepathic Bond</name>
      <text>While the yeth hound is on the same plane of existence as its master, it can magically convey what it senses to its master, and the two can communicate telepathically with each other.</text>
      </trait>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. 11 (2d6 + 4) piercing damage, plus 14 (4d6) psychic damage if the target is frightened.</text>
      <attack>Bite|+6|2d6+4</attack>
      </action>
    <action>
        <name>Baleful Baying</name>
      <text>The yeth hound bays magically. Every enemy within 300 feet of the hound that can hear it must succeed on a DC 13 Wisdom saving throw or be frightened until the end of the hound's next turn or until the hound is incapacitated. A frightened target that starts its turn within 30 feet of the hound must use all its movement on that turn to get as far from the hound as possible, must finish the move before taking an action, and must take the most direct route, even if hazards lie that way. A target that successfully saves is immune to the baying of all yeth hounds for the next 24 hours.</text>
      </action>
    <description>Granted by powerful fey to individuals who please them, yeth hounds serve evil masters like hunting dogs. Yeth hounds fly in pursuit of their prey, often waiting until it is too exhausted to fight back. Only the threat of dawn drives the pack back into hiding.
Minions of a Dark Master.  A pack of yeth hounds can be created by powerful fey such as the Queen of Air and Darkness. Once it is brought into existence, a pack must have a master, who is often someone the creator wishes to reward. The master can telepathically communicate with its yeth hounds to give them commands from afar. If the master of a pack is killed, the hounds seek and choose a new master, typically an individual of great evil such as a vampire, a necromancer, or a hag.
A yeth hound stands about 5 feet tall at the shoulder and weighs around 400 pounds. Often all that can be seen of one in the darkness is the red glow of its eyes against its night-black fur. The head of a yeth hound has a human-like face, held up by a neck more flexible than a dog's. The creature gives off an odor like smoke.
Those that stand their ground and fight back discover that mundane weapons partially pass through the hound as if it was made of fog, but magic weapons and silvered weapons can strike true.
Sound of Looming Death.  Yeth hounds make a ghastly baying sound that can be heard all around. Creatures that can see a hound when it bays are filled with supernatural fear and usually flee in terror. When a victim tries to run away, a hound delights in chasing after it and tormenting it before bringing the hunt to a close.
Foiled by Sunlight.  Yeth hounds can't stand sunlight. A pack never willingly prolongs a hunt beyond the night hours and always seeks to return to its dark den before the first rays of dawn. No amount of coercion by a pack's master can deter this behavior. If a yeth hound is exposed to natural sunlight, it fades away, vanishing into the Ethereal Plane, from where its master can retrieve it only after the sun has set.
Source: Volo's Guide to Monsters p. 201</description>
    <environment>grassland, forest, hill</environment>
    </monster>
  <monster>
      <name>Yuan-ti Anathema</name>
    <size>H</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>16 (natural armor)</ac>
    <hp>189 (18d12+72)</hp>
    <speed>walk 40 ft., climb 30 ft., swim 30 ft.</speed>
    <str>23</str>
    <dex>13</dex>
    <con>19</con>
    <int>19</int>
    <wis>17</wis>
    <cha>20</cha>
    <save></save>
    <skill>Perception +7, Stealth +5</skill>
    <passive>17</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>12</cr>
    <resist>acid, fire, lightning</resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Magic Resistance</name>
      <text>The anathema has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Ophidiophobia Aura</name>
      <text>Any creature of the anathema's choice, other than a snake or a yuan-ti, that starts its turn within 30 feet of the anathema and can see or hear it must succeed on a DC 17 Wisdom saving throw or become frightened of snakes and yuan-ti. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this aura for the next 24 hours.</text>
      </trait>
    <trait>
        <name>Shapechanger</name>
      <text>The anathema can use its action to polymorph into a Huge giant constrictor snake, or back into its true form. its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed.</text>
      </trait>
    <trait>
        <name>Six Heads</name>
      <text>The anathema has advantage on Wisdom (Perception) checks and on saving throws against being blinded. charmed, deafened, frightened, stunned, or knocked unconscious.</text>
      </trait>
    <action>
        <name>Multiattack (Anathema Form Only)</name>
      <text>The anathema makes two claw attacks, one constrict attack, and one Flurry of Bites attack.</text>
      </action>
    <action>
        <name>Claw (Anathema Form Only)</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. 13 (2d6 + 6) slashing damage.</text>
      <attack>Claw (Anathema Form Only)|+10|2d6+6</attack>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +10 to hit, reach 15 ft., one Large or smaller creature. 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage, and the target is grappled (escape DC 16). Until this grapple ends, the target is restrained and takes 16 (3d6 + 6) bludgeoning damage plus 7 (2d6) acid damage at the start of each of its turns, and the anathema can't constrict another target.</text>
      <attack>Constrict|+10|3d6+6</attack>
      </action>
    <action>
        <name>Flurry of Bites</name>
      <text>Melee Weapon Attack: +10 to hit, reach 10 ft., one creature. 27 (6d6 + 6) piercing damage plus 14 (4d6) poison damage.</text>
      <attack>Flurry of Bites|+10|6d6+6</attack>
      </action>
    <action>
        <name>Variant: Acid Slime</name>
      <text>As a bonus action, the yuan-ti can coat its body in a slimy acid that lasts for 1 minute. A creature that touches the yuan-ti, hits it with a melee attack while within 5 feet of it, or is hit by its constrict attack takes 5 (1d10) acid damage.</text>
      </action>
    <action>
        <name>Variant: Chameleon Skin</name>
      <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
      </action>
    <action>
        <name>Variant: Shed Skin (1/Day)</name>
      <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Anathema Form Only)</name>
      <text>The anathema's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>1/day: divine word</text>
      <text>3/day each: darkness, entangle, fear, haste, suggestion, polymorph</text>
      </trait>
    <spells>animal friendship, divine word, darkness, entangle, fear, haste, suggestion, polymorph</spells>
    <description>Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.
Yuan-ti Anathema. A yuan-ti abomination's quest for godhood might lead it to perform a ritual that, if successful, transforms it into an even greater form: a yuan-ti anathema. This ritual demands the sacrifice of hundreds of snakes and requires the abomination to bathe in the blood of its enemies. The transformation is quick yet painful.
Not all yuan-ti are eager to see one of their own become an anathema, since anathemas brutally subjugate their lessers for their own evil ends.
Not Quite Divine.  An anathema considers itself a demigod on the path to greater divinity. It demands obeisance from weaker yuan-ti and uses every resource at its disposal to launch small-scale wars against its neighbors. Each conquest brings new slaves and sacrifices, as well as glory and riches, that the anathema thinks it needs to achieve true divinity.
An anathema's most loyal yuan-ti followers see it as the pinnacle of the serpentine form, an unbelievable improvement on the nearly perfect abomination. Its devoted human followers think of it as "divine flesh in a mortal body," and cultists serving an anathema tend to be more bloodthirsty and self-sacrificing in its presence.
Immortal.  Anathemas don't age, allowing them to pursue their goals until the end of days. Truly powerful ones can grow to rule multiple yuan-ti cities and bring entire regions, including humanoid realms, under yuan-ti control.
Source: Volo's Guide to Monsters p. 202</description>
    <environment>underdark, forest, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Broodguard</name>
    <size>M</size>
    <type>humanoid (yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>45 (7d8+14)</hp>
    <speed>walk 30 ft.</speed>
    <str>15</str>
    <dex>14</dex>
    <con>14</con>
    <int>6</int>
    <wis>11</wis>
    <cha>4</cha>
    <save>Str +4, Dex +4, Wis +2</save>
    <skill>Perception +2</skill>
    <passive>12</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>2</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Mental Resistance</name>
      <text>The broodguard has advantage on saving throws against being charmed, and magic can't paralyze it.</text>
      </trait>
    <trait>
        <name>Reckless</name>
      <text>At the start of its turn, the broodguard can gain advantage on all melee weapon attack rolls it makes during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
      </trait>
    <action>
        <name>Multiattack</name>
      <text>The broodguard makes three attacks: one with its bite and two with its claws.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Bite|+4|1d8+2</attack>
      </action>
    <action>
        <name>Claws</name>
      <text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 5 (1d6 + 2) slashing damage.</text>
      <attack>Claws|+4|1d6+2</attack>
      </action>
    <action>
        <name>Variant: Chameleon Skin</name>
      <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
      </action>
    <action>
        <name>Variant: Shed Skin (1/Day)</name>
      <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
      </action>
    <description>Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.
Yuan-ti Broodguard. Broodguards are humanoids transformed by yuan-ti into simple-minded, scaly creatures that do their masters' bidding. The transformation process warps not only a subject's body but also its mind, making it instinctively obey any yuan-ti and filling it with a seething rage that rises at the sight of non-reptilian creatures.
Although broodguards have low intelligence, they are able to perform simple yet important tasks in the community, such as guarding eggs or patrolling for intruders. The yuan-ti refer to broodguards as "histachii," which means "egg-watchers."
Human No More.  Most broodguards are made from human prisoners forced to consume a magical brew that renders them helpless and unable to fight off the inevitable. A human transformed into a broodguard loses all semblance of who it once was, and even its human origin is barely discernible. A broodguard is hairless and emaciated, with yellow-green, scaly skin. It has beady, bloodshot eyes and a forked tongue, and smells faintly of rotting meat. Broodguards can speak but rarely do so, preferring to use snake-like hisses and guttural noises.
Making a Broodguard. Yuan-ti create broodguards from captured humanoids. Each subject is fed a special potion that immediately renders it incapacitated and transforms it into a broodguard over the next 1d6 + 6 days. A subject forced to imbibe the brew can make a DC 15 Constitution saving throw; on a success, it takes 14 (4d6) poison damage and isn't otherwise affected.
A spell such as lesser restoration or remove curse can end the transformation process at any time before it runs its course. After the process is complete, only a wish spell can reverse the effect.
Source: Volo's Guide to Monsters p. 203, Tomb of Annihilation</description>
    <environment>underdark, forest, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Malison (Type 4)</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Malison Type</name>
      <text>The yuan-ti has one of the following types:</text>
      <text>• Type 4: Human form with one or more serpentine tails</text>
      <text>• Type 5: Human form covered in scales</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two ranged attacks or two melee attacks.</text>
      </action>
    <action>
        <name>Bite (Snake Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite (Snake Form Only)|+5|1d4+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow (Yuan-ti Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow (Yuan-ti Form Only)|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, suggestion</spells>
    <description>
Source: Volo's Guide to Monsters p. 96, Tomb of Annihilation</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Malison (Type 5)</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>12</ac>
    <hp>66 (12d8+12)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save></save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>3</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 60 ft.</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake, 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Malison Type</name>
      <text>The yuan-ti has one of the following types:</text>
      <text>• Type 4: Human form with one or more serpentine tails</text>
      <text>• Type 5: Human form covered in scales</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two ranged attacks or two melee attacks.</text>
      </action>
    <action>
        <name>Bite (Snake Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite (Snake Form Only)|+5|1d4+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Longbow (Yuan-ti Form Only)</name>
      <text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. 6 (1d8 + 2) piercing damage.</text>
      <attack>Longbow (Yuan-ti Form Only)|+4|1d8+2</attack>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <spells>animal friendship, suggestion</spells>
    <description>
Source: Volo's Guide to Monsters p. 96, Tomb of Annihilation</description>
    <environment>forest, swamp, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Mind Whisperer</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>14</wis>
    <cha>16</cha>
    <save>Wis +4, Cha +5</save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>12</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Mind Fangs (2/Day)</name>
      <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) psychic damage to the target.</text>
      </trait>
    <trait>
        <name>Sseth's Blessing</name>
      <text>When the yuan-ti reduces an enemy to 0 hit points, the yuan-ti gains 9 temporary hit points.</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes one bite attack and one scimitar attack.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Variant: Chameleon Skin</name>
      <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
      </action>
    <action>
        <name>Variant: Shed Skin (1/Day)</name>
      <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <trait>
        <name>Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, message, minor illusion, poison spray, prestidigitation</text>
      <text>• 3rd level (2 slots): charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script</text>
      </trait>
    <slots>2</slots>
    <spells>animal friendship, suggestion, eldritch blast, friends, message, minor illusion, poison spray, prestidigitation, charm person, crown of madness, detect thoughts, expeditious retreat, fly, hypnotic pattern, illusory script</spells>
    <description>Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.
Yuan-ti Mind Whisperer. Mind whisperers are malison spellcasters that enter into a pact with the serpent god Sseth, the Sibilant Death. They use their abilities to convert others to their faith, increase their personal power, and befuddle the minds of their enemies.
A mind whisperer is elusive, manipulative, unpredictable, and willing to cheat or kill comrades and rivals alike if doing so benefits it. The worshipers of Sseth have their hands in many schemes, often plying the middle ground between two factions, and thus spend a lot of energy making sure neither of their allies learn of their conflicting connections. Even among yuan-ti, mind whisperers are known for being self-important, sneaky, and prone to flee at the first sign of trouble.
This malison is the type that has a human body and a snake head.
Source: Volo's Guide to Monsters p. 204</description>
    <environment>underdark, forest, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Nightmare Speaker</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>71 (13d8+13)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save>Wis +3, Cha +5</save>
    <skill>Deception +5, Stealth +4</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>4</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. If it dies, it stays in its current form.</text>
      </trait>
    <trait>
        <name>Death Fangs (2/Day)</name>
      <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) necrotic damage to the target.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes one constrict attack and one scimitar attack.</text>
      </action>
    <action>
        <name>Constrict</name>
      <text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 14) if it is a Large or smaller creature. Until this grapple ends, the target is restrained, and the yuan-ti can't constrict another target.</text>
      <attack>Constrict|+5|2d6+3</attack>
      </action>
    <action>
        <name>Scimitar (Yuan-ti Form Only)</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 6 (1d6 + 3) slashing damage.</text>
      <attack>Scimitar (Yuan-ti Form Only)|+5|1d6+3</attack>
      </action>
    <action>
        <name>Invoke Nightmare (Recharges after a Short or Long Rest)</name>
      <text>The yuan-ti taps into the nightmares of a creature it can see within 60 feet of it and creates an illusory, immobile manifestation of the creature's deepest fears, visible only to that creature. The target must make a DC 13 Intelligence saving throw. On a failed save, the target takes 11 (2d10) psychic damage and is frightened of the manifestation, believing it to be real. The yuan-ti must concentrate to maintain the illusion (as if concentrating on a spell), which lasts for up to 1 minute and can't be harmed. The target can repeat the saving throw at the end of each of its turns, ending the illusion on a success, or taking 11 (2d10) psychic damage on a failure.</text>
      <attack>Invoke Nightmare (Recharges after a Short or Long Rest)||2d10</attack>
      </action>
    <action>
        <name>Variant: Chameleon Skin</name>
      <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
      </action>
    <action>
        <name>Variant: Shed Skin (1/Day)</name>
      <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <trait>
        <name>Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): chill touch, eldritch blast (range 300 ft., +3 bonus to each damage roll), mage hand, message, poison spray, prestidigitation</text>
      <text>• 3rd level (2 slots): arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt</text>
      </trait>
    <slots>2</slots>
    <spells>animal friendship, suggestion, chill touch, eldritch blast, mage hand, message, poison spray, prestidigitation, arms of Hadar, darkness, fear, hex, hold person, hunger of Hadar, witch bolt</spells>
    <description>Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.
Yuan-ti Nightmare Speaker. Nightmare speakers are female yuan-ti malison priests that make a pact with the Dendar the Night Serpent to feed their deity the fears and nightmares of their victims in exchange for power in the mortal world. The priestesses receive nightmarish visions from Dendar, which they interpret as prophecies, and then use their magic and influence to make these visions come true.
The cruelest of all yuan-ti, nightmare speakers revel in torturing prisoners and slaves, leaving them in a constant state of fear and dread. They prefer to terrify rather than kill their opponents. They manipulate humanoid communities for the purpose of acquiring more victims, and enjoy the company of undead.
This malison is the type that has a human head and upper body with a serpentine lower body instead of legs.
Source: Volo's Guide to Monsters p. 205, Tomb of Annihilation</description>
    <environment>underdark, forest, desert</environment>
    </monster>
  <monster>
      <name>Yuan-ti Pit Master</name>
    <size>M</size>
    <type>monstrosity (shapechanger, yuan-ti)</type>
    <alignment>Neutral Evil</alignment>
    <ac>14 (natural armor)</ac>
    <hp>88 (16d8+16)</hp>
    <speed>walk 30 ft.</speed>
    <str>16</str>
    <dex>14</dex>
    <con>13</con>
    <int>14</int>
    <wis>12</wis>
    <cha>16</cha>
    <save>Wis +4, Cha +6</save>
    <skill>Deception +6, Stealth +5</skill>
    <passive>11</passive>
    <languages>Abyssal, Common, Draconic</languages>
    <cr>5</cr>
    <resist></resist>
    <immune>poison</immune>
    <vulnerable></vulnerable>
    <conditionImmune>poisoned</conditionImmune>
    <senses>darkvision 120 ft. (penetrates magical darkness)</senses>
    <trait>
        <name>Shapechanger</name>
      <text>The yuan-ti can use its action to polymorph into a Medium snake 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 doesn't change form if it dies.</text>
      </trait>
    <trait>
        <name>Magic Resistance</name>
      <text>The yuan-ti has advantage on saving throws against spells and other magical effects.</text>
      </trait>
    <trait>
        <name>Poison's Disciple (2/Day)</name>
      <text>The first time the yuan-ti hits with a melee attack on its turn, it can deal an extra 16 (3d10) poison damage to the target.</text>
      </trait>
    <action>
        <name>Multiattack (Yuan-ti Form Only)</name>
      <text>The yuan-ti makes two bite attacks using its snake arms.</text>
      </action>
    <action>
        <name>Bite</name>
      <text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.</text>
      <attack>Bite|+5|1d4+3</attack>
      </action>
    <action>
        <name>Merrshaulk's Slumber (1/Day)</name>
      <text>The yuan-ti targets up to five creatures that it can see within 60 feet of it. Each target must succeed on a DC 13 Constitution saving throw or fall into a magical sleep and be unconscious for 10 minutes. A sleeping target awakens if it takes damage or if someone uses an action to shake or slap it awake. This magical sleep has no effect on a creature immune to being charmed.</text>
      </action>
    <action>
        <name>Variant: Chameleon Skin</name>
      <text>The yuan-ti has advantage on Dexterity (Stealth) checks made to hide.</text>
      </action>
    <action>
        <name>Variant: Shed Skin (1/Day)</name>
      <text>The yuan-ti can shed its skin as a bonus action to free itself from a grapple, shackles, or other restraints. If the yuan-ti spends 1 minute eating its shed skin, it regains hit points equal to half its hit point maximum.</text>
      </action>
    <trait>
        <name>Innate Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti's innate spellcasting ability is Charisma (spell save DC 13). The yuan-ti can innately cast the following spells, requiring no material components:</text>
      <text>At will: animal friendship (snakes only)</text>
      <text>3/day: suggestion</text>
      </trait>
    <trait>
        <name>Spellcasting (Yuan-ti Form Only)</name>
      <text>The yuan-ti is a 6th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It regains its expended spell slots when it finishes a short or long rest. It knows the following warlock spells:</text>
      <text>Cantrips (at will): eldritch blast (range 300 ft., +3 bonus to each damage roll), friends, guidance, mage hand, message, poison spray</text>
      <text>• 3rd level (2 slots): command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch</text>
      </trait>
    <slots>2</slots>
    <spells>animal friendship, suggestion, eldritch blast, friends, guidance, mage hand, message, poison spray, command, counterspell, hellish rebuke, invisibility, misty step, unseen servant, vampiric touch</spells>
    <description>Yuan-ti malisons who become priestly devotees of a particular god-be it Sseth, Dendar the Night Serpent, or Merrshaulk-often rise through the ranks to become spiritual leaders among the serpent folk. These priests perform sacrificial rites to appease their vile gods.
Yuan-ti Pit Master. Pit masters are yuan-ti malison priests that have made a pact with the god Merrshaulk and seek to rouse him from his slumber by sacrificing humanoids to him. They are the most traditionalist in attitude among yuan-ti and believe that they are best equipped to achieve the goals of their people.
Pit masters are deeply involved in the race's long-term plan to take over humanoid governments, as well as in the ongoing effort to protect their cities from discovery or attacks by hostiles. They oppose reckless behavior and argue for a slow, cautious approach in all matters.
This malison is the type that has a human head and body and snakes for arms.
Source: Volo's Guide to Monsters p. 206</description>
    <environment>underdark, forest, desert</environment>
    </monster>
  <monster>
		<name>Aboleth, Nihilith</name>
		<size>L</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>135 (18d10+36)</hp>
		<speed>10 ft., swim 40 ft., fly 40 ft. (ethereal only, hover)</speed>
		<str>21</str>
		<dex>9</dex>
		<con>15</con>
		<int>18</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Con +6, Int +8, Wis +6</save>
		<skill>History +12, Perception +10</skill>
		<resist>acid, fire, lightning, thunder (only when in ethereal form); bludgeoning, piercing and slashing from nonmagical weapons</resist>
		<immune>cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)</immune>
		<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>20</passive>
		<languages> Void Speech, telepathy 120 ft.</languages>
		<cr>12</cr>
		<trait>
			<name>Undead Fortitude</name>
			<text>If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.</text>
		</trait>
		<trait>
			<name>Dual State</name>
			<text>A nihileth exists upon the Material Plane in one of two forms and can switch between them at will. In its material form, it has resistance to damage from nonmagical weapons. In its ethereal form, it is immune to damage from nonmagical weapons. The creature's ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within. A nihileth in ethereal form can move through air as though it were water, with a fly speed of 40 feet.</text>
		</trait>
		<trait>
			<name>Void Aura</name>
			<text>The undead nihileth is surrounded by a chilling cloud. A living creature that starts its turn within 5 feet of a nihileth must make a successful DC 14 Constitution saving throw or be slowed until the start of its next turn. In addition, any creature that has been diseased by a nihileth or a nihilethic zombie takes 7 (2d6) cold damage every time it starts its turn within the aura.</text>
		</trait>
		<trait>
			<name>Infecting Telepathy</name>
			<text>If a creature communicates telepathically with the nihileth, or uses a psychic attack against it, the nihileth can spread its disease to the creature. The creature must succeed on a DC 14 Wisdom save or become infected with the same disease caused by the nihileth's tentacle attack.</text>
		</trait>
		<trait>
			<name>Nihileth 's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the nihileth can take a lair action to create one of the magical effects as per an aboleth, or the void absorbance action listed below. The nihileth cannot use the same effect two rounds in a row.</text>
			<text>- Void Absorbance: A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The regional effects of a nihileth’s lair are the same as that of an aboleth, except as following.</text>
			<text>- Water sources within 1 mile of a nihileth’s lair are not only supernaturally fouled but can spread the disease of the nihileth. A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The nihileth makes three tentacle attacks or three withering touches, depending on what form it is in.</text>
		</action>
		<action>
			<name>Tentacle (Material Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. If the target creature is hit, it must make a successful DC 14 Constitution saving throw or become diseased. The disease has no effect for 1 minute; during that time, it can be removed by lesser restoration or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is entirely underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 1d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth.</text>
			<attack>Tentacle|9|2d6+5</attack>
		</action>
		<action>
			<name>Withering Touch (Ethereal Form Only)</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 14 (3d6+4) necrotic damage.</text>
			<attack>Withering Touch|8|3d6+4</attack>
		</action>
		<action>
			<name>Form Swap</name>
			<text>As a bonus action, the nihileth can alter between its material and ethereal forms at will.</text>
		</action>
		<action>
			<name>Tail (Material Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.</text>
			<attack>Tail|9|3d6+5</attack>
		</action>
		<action>
			<name>Enslave (3/day)</name>
			<text>The nihileth targets one creature it can see within 30 ft. of it. The target must succeed on a DC 14 Wisdom saving throw or be magically charmed by the nihileth until the nihileth dies or until it is on a different plane of existence from the target. The charmed target is under the nihileth's control and can't take reactions, and the nihileth and the target can communicate telepathically with each other over any distance. Whenever the charmed target takes damage, the target can repeat the saving throw. On a success, the effect ends. No more than once every 24 hours, the target can also repeat the saving throw when it is at least 1 mile away from the nihileth.</text>
		</action>
		<reaction>
			<name>Void Body</name>
			<text>The nihileth can reduce the damage it takes from a single source to 0. Radiant damage can only be reduced by half.</text>
		</reaction>
		<legendary>
			<name>A nihileth can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The nihileth regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The aboleth makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Swipe</name>
			<text>The aboleth makes one tail attack.</text>
		</legendary>
		<legendary>
			<name>Psychic Drain (Costs 2 Actions)</name>
			<text>One creature charmed by the aboleth takes 10 (3d6) psychic damage, and the aboleth regains hit points equal to the damage the creature takes.</text>
		</legendary>

		<legendary>
			<name></name>
			<text>The nihileth cannot use the same effect two rounds in a row.</text>
		</legendary>
		<legendary>
			<name></name>
			<text>A nihileth can pull the life force from those it has converted to nihilethic zombies to replenish its own life. This takes 18 (6d6) hit points from zombies within 30 feet of the nihileth, spread evenly between the zombies, and healing the nihileth. If a zombie reaches 0 hit points from this action, it perishes with no Undead Fortitude saving throw.</text>
		</legendary>

		<legendary>
			<name>The regional effects of a nihileth's lair are the same as that of an aboleth, except as following</name>
			<text></text>
		</legendary>
		<legendary>
			<name>Water sources within 1 mile of a nihileth's lair are not only supernaturally fouled but can spread the disease of the nihileth</name>
			<text>A creature who drinks from such water must make a successful DC 14 Constitution check or become infected.</text>
		</legendary>
	</monster>
  <monster>
		<name>Nihilethic Zombie</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>9 (natural armor)</ac>
		<hp>22 (3d8+9)</hp>
		<speed>20 ft., swim 30 ft.</speed>
		<str>13</str>
		<dex>6</dex>
		<con>16</con>
		<int>3</int>
		<wis>6</wis>
		<cha>5</cha>
		<save>Wis +0</save>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>cold, necrotic, poison; bludgeoning, piercing and slashing from nonmagical weapons (only when in ethereal form)</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>8</passive>
		<languages> understand Void Speech and the languages it knew in life but can't speak</languages>
		<cr>1</cr>
		<trait>
			<name>Undead Fortitude</name>
			<text>If damage reduces the nihileth to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the nihileth drops to 1 hit point instead.</text>
		</trait>
		<trait>
			<name>Dual State</name>
			<text>Like its nihileth creator, a nihilethic zombie can assume either a material or ethereal form. When in its material form, it has resistance to nonmagical weapons. In its ethereal form, it is immune to nonmagical weapons. Its ethereal form appears as a dark purple outline of its material form, with a blackish-purple haze within.</text>
		</trait>
		<action>
			<name>Slam (Material Form Only)</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage and the target must make a successful DC 13 Constitution saving throw or become diseased. The disease has little effect for 1 minute; during that time, it can be removed by bless, lesser restoration, or comparable magic. After 1 minute, the diseased creature's skin becomes translucent and slimy. The creature cannot regain hit points unless it is at least partially underwater, and the disease can only be removed by heal or comparable magic. Unless the creature is either fully submerged or frequently doused with water, it takes 6 (1d12) acid damage every 10 minutes. If a creature dies while diseased, it rises in 2d6 rounds as a nihilethic zombie. This zombie is permanently dominated by the nihileth that commands the attacking zombie.</text>
			<attack>Slam|3|4d6+1</attack>
		</action>
		<action>
			<name>Withering Touch (Ethereal Form)</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) necrotic damage.</text>
			<attack>Withering Touch|3|1d6+1</attack>
		</action>
		<action>
			<name>Form Swap</name>
			<text>As a bonus action, the nihilethic zombie can alter between its material and ethereal forms at will.</text>
		</action>
		<action>
			<name>Sacrifice Life</name>
			<text>A nihilethic zombie can sacrifice itself to heal a nihileth within 30 feet of it. All of its remaining hit points transfer to the nihileth in the form of healing. The nihilethic zombie is reduced to 0 hit points and it doesn't make an Undead Fortitude saving throw. A nihileth cannot be healed above its maximum hit points in this manner.</text>
		</action>
		<reaction>
			<name>Void Body</name>
			<text>The nihilethic zombie can reduce the damage it takes from a single source by 1d12 points. This reduction cannot be applied to radiant damage.</text>
		</reaction>
	</monster>
  <monster>
		<name>Abominable Beauty</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>187 (22d8+88)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>18</dex>
		<con>18</con>
		<int>17</int>
		<wis>16</wis>
		<cha>26</cha>
		<save>Dex +8, Con +8, Cha +12</save>
		<skill>Deception +12, Perception +7, Performance +12, Persuasion +12</skill>
		<immune>fire</immune>
		<senses></senses>
		<passive>17</passive>
		<languages> Common, Draconic, Elven, Sylvan</languages>
		<cr>11</cr>
		<trait>
			<name>Burning Touch</name>
			<text>The abominable beauty's slam attacks do 28 (8d6) fire damage. A creature who touches her also takes 28 (8d6) fire damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The abominable beauty makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>+8 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) damage plus 28 (8d6) fire damage.</text>
		</action>
		<action>
			<name>Blinding Gaze (Recharge 5-6)</name>
			<text>A creature within 30 feet of the abominable beauty who is targeted by this attack and who meets the abominable beauty's gaze must succeed on a DC 17 Charisma saving throw or be blinded. If the saving throw succeeds, the target creature is permanently immune to this abominable beauty's Blinding Gaze.</text>
		</action>
		<action>
			<name>Deafening Voice (Recharge 5-6)</name>
			<text>An abominable beauty's voice is lovely, but any creature within 90 feet and able to hear her when she makes her Deafening Voice attack must succeed on a DC 16 Constitution saving throw or be permanently deafened.</text>
		</action>
	</monster>
	<monster>
		<name>Accursed Defiler</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>12</ac>
		<hp>75 (10d8+30)</hp>
		<speed>30 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>17</con>
		<int>6</int>
		<wis>15</wis>
		<cha>14</cha>
		<skill>Perception +4, Stealth +4</skill>
		<resist>necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> understands an ancient language, but can't speak</languages>
		<cr>4</cr>
		<trait>
			<name>Cursed Existence</name>
			<text>When it drops to 0 hit points in desert terrain, the accursed defiler's body disintegrates into sand and a sudden parched breeze. However, unless it was killed in a hallowed location, with radiant damage, or by a blessed creature, the accursed defiler reforms at the next sundown 1d100 miles away in a random direction.</text>
		</trait>
		<trait>
			<name>Sand Shroud</name>
			<text>A miniature sandstorm constantly whirls around the accursed defiler in a 10-foot radius. This area is lightly obscured to creatures other than an accursed defiler. Wisdom (Survival) checks made to follow tracks left by an accursed defiler or other creatures that were traveling in its sand shroud are made with disadvantage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The accursed defiler makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) bludgeoning damage. If a creature is hit by this attack twice in the same round (from the same or different accursed defilers), the target must make a DC 13 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Slam|6|2d6+4</attack>
		</action>
		<action>
			<name>Sandslash (Recharge 5-6)</name>
			<text>As an action, the accursed defiler intensifies the vortex of sand that surrounds it. All creatures within 10 feet of the accursed defiler take 21 (6d6) slashing damage, or half damage with a successful DC 14 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Ala</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>127 (15d8+60)</hp>
		<speed>30 ft., fly 40 ft.</speed>
		<str>20</str>
		<dex>16</dex>
		<con>18</con>
		<int>10</int>
		<wis>16</wis>
		<cha>8</cha>
		<skill>Athletics +8, Perception +9, Stealth +6</skill>
		<immune>lightning, poison, thunder</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>19</passive>
		<languages> Common, Draconic</languages>
		<cr>8</cr>
		<trait>
			<name>Flyby</name>
			<text>The ala doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Poison Flesh</name>
			<text>The ala's poison infuses its flesh. A creature that makes a successful bite attack against an ala must make a DC 16 Constitution saving throw; if it fails, the creature takes 10 (3d6) poison damage.</text>
		</trait>
		<trait>
			<name>Storm's Strength</name>
			<text>If an electrical storm is raging around an ala and its target, the saving throw against Lightning's Kiss is made with disadvantage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ala makes two claw attacks or one claw and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 16 saving throw or take 10 (3d6) poison damage.</text>
			<attack>Bite|8|1d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.</text>
			<attack>Claw|8|2d8+5</attack>
		</action>
		<action>
			<name>Lightning's Kiss (Recharge 5-6)</name>
			<text>One target within 50 feet must make a DC 16 Dexterity saving throw. It takes 28 (8d6) lightning damage on a failed save, or half as much damage on a successful one.</text>
		</action>
	</monster>
	<monster>
		<name>Algorith</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>136 (16d8+64)</hp>
		<speed>40 ft., fly 40 ft.</speed>
		<str>21</str>
		<dex>14</dex>
		<con>19</con>
		<int>13</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Dex +6, Con +8, Wis +7, Cha +8</save>
		<skill>Athletics +9, Insight +7, Investigation +5, Perception +7</skill>
		<resist>acid, cold, lightning</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Common, Celestial, Draconic, Infernal</languages>
		<cr>10</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The algorith is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The algorith's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: aid, blur, detect magic, dimension door</text>
			<text>5/day each: dispel magic</text>
			<text>1/day: commune (5 questions), wall of force</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The algorith makes two logic razor attacks.</text>
		</action>
		<action>
			<name>Logic Razor</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) force damage.</text>
			<attack>Logic Razor|9|4d12+5</attack>
		</action>
		<action>
			<name>Cone of Negation (Recharge 5-6)</name>
			<text>An algorith can project a cone of null energy. Targets inside the 30 foot cone take 42 (12d6) force damage and suffer the effect of a dispel magic spell. A successful DC 16 Dexterity saving throw reduces the damage to half and negates the dispel magic effect on that target.</text>
		</action>
		<action>
			<name>Reality Bomb (5/Day)</name>
			<text>The algorith can summon forth a tiny rune of law and throw it as a weapon. Any creature within 30 feet of the square where the reality bomb lands takes 21 (6d6) force damage and is stunned until the start of the algorith's next turn. A target that makes a successful DC 16 Dexterity saving throw takes half damage and isn't stunned.</text>
		</action>
	</monster>
	<monster>
		<name>Alseid</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14 (leather armor)</ac>
		<hp>49 (9d8+9)</hp>
		<speed>40 ft.</speed>
		<str>13</str>
		<dex>17</dex>
		<con>12</con>
		<int>8</int>
		<wis>16</wis>
		<cha>8</cha>
		<skill>Nature +3, Perception +5, Stealth +5, Survival +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>1/2</cr>
		<trait>
			<name>Woodfriend</name>
			<text>When in a forest, alseid leave no tracks and automatically discern true north.</text>
		</trait>
		<action>
			<name>Spear</name>
			<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) piercing damage, or 5 (1d8 + 1) piercing damage if used with two hands to make a melee attack.</text>
			<attack>Spear|3|1d6+1</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.</text>
			<attack>Shortbow|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Alseid Grovekeeper</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (studded leather Armor)</ac>
		<hp>71 (13d8+13)</hp>
		<speed>40 ft.</speed>
		<str>13</str>
		<dex>17</dex>
		<con>12</con>
		<int>8</int>
		<wis>16</wis>
		<cha>8</cha>
		<skill>Nature +3, Perception +5, Stealth +5, Survival +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Spellcasting</name>
			<text>The grovekeeper is a 5th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). It has the following druid spells prepared:</text>
			<text>Cantrips (at will): druidcraft, guidance, produce flame, shillelagh</text>
			<text>1st (4 slots): animal friendship, cure wounds, faerie fire</text>
			<text>2nd (3 slots): animal messenger, heat metal, lesser restoration</text>
			<text>3rd (2 slots): call lightning, dispel magic</text>
		</trait>
		<trait>
			<name>Woodfriend</name>
			<text>When in a forest, alseid leave no tracks and automatically discern true north.</text>
		</trait>
		<action>
			<name>Quarterstaff</name>
			<text>Melee Weapon Attack: +3 to hit (+5 with shillelagh), reach 5 ft., one creature.Hit: 4 (1d6 + 1) bludgeoning damage or 5 (1d8 + 1) bludgeoning damage if used in two hands, or 7 (1d8 + 3) bludgeoning damage with shillelagh.</text>
			<attack>Quarterstaff|3|1d6+1</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6+3) piercing damage.</text>
			<attack>Shortbow|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Amphiptere</name>
		<size>M</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>60 (8d8+24)</hp>
		<speed>20 ft., climb 20 ft., fly 60 ft., swim 20 ft.</speed>
		<str>11</str>
		<dex>18</dex>
		<con>17</con>
		<int>2</int>
		<wis>16</wis>
		<cha>6</cha>
		<skill>Perception +5</skill>
		<senses>blindsight 10 ft.</senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Flyby</name>
			<text>The amphiptere doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Swarming</name>
			<text>Up to two amphipteres can share the same space at the same time. The amphiptere has advantage on melee attack rolls if it is sharing its space with another amphiptere that isn't incapacitated.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The amphiptere makes one bite attack and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage.</text>
			<attack>Bite|6|1d6+4</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d6 + 4) piercing damage plus 10 (3d6) poison damage, and the target must make a successful DC 13 Constitution saving throw or be poisoned for 1 hour.</text>
			<attack>Stinger|6|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Andrenjinyi</name>
		<size>G</size>
		<type>celestial,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>228 (13d20+91)</hp>
		<speed>60 ft., burrow 20 ft., climb 20 ft., swim 60 ft.</speed>
		<str>30</str>
		<dex>17</dex>
		<con>25</con>
		<int>10</int>
		<wis>18</wis>
		<cha>23</cha>
		<save>Con +12, Wis +9, Cha +11</save>
		<skill>Arcana +5, Perception +9, Religion +5</skill>
		<resist>acid, cold, fire, lightning</resist>
		<immune>psychic</immune>
		<senses>darkvision 60 ft., tremorsense 120 ft.</senses>
		<passive>19</passive>
		<languages> Common, Celestial, Giant, Sylvan</languages>
		<cr>15</cr>
		<trait>
			<name>Amphibious</name>
			<text>The andrenjinyi can breathe air and water.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The andrenjinyi's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring only verbal components:</text>
			<text>At will: create water, speak with animals, stoneshape</text>
			<text>3/day each: control weather, dispel magic, reincarnate</text>
			<text>1/day each: blight, commune with nature, contagion, flesh to stone, plant growth</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The andrenjinyi has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The andrenjinyi's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The andrenjinyi makes two attacks, one with its bite and one with its constriction. If both attacks hit the same target, then the target is Swallowed Whole.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 36 (4d12 + 10) piercing damage.</text>
			<attack>Bite|15|4d12+10</attack>
		</action>
		<action>
			<name>Constrict</name>
			<text>Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 36 (4d12 + 10) bludgeoning damage, and the target is grappled (escape DC 20). Until this grapple ends the target is restrained, and the andrenjinyi can't constrict another target.</text>
			<attack>Constrict|15|4d12+10</attack>
		</action>
		<action>
			<name>Rainbow Arch</name>
			<text>The andrenjinyi can instantaneously teleport between sources of fresh water within 1 mile as an action. It can't move normally or take any other action on the turn when it uses this power. When this power is activated, a rainbow manifests between the origin and destination, lasting for 1 minute.</text>
		</action>
		<action>
			<name>Swallow Whole</name>
			<text>If the bite and constrict attacks hit the same target in one turn, the creature is swallowed whole. The target is blinded and restrained, and has total cover against attacks and other effects outside the andrenjinyi. The target takes no damage inside the andrenjinyi. The andrenjinyi can have three Medium-sized creatures or four Small-sized creatures swallowed at a time. If the andrenjinyi takes 20 damage or more in a single turn from a swallowed creature, the andrenjinyi must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the andrenjinyi. If the andrenjinyi is slain, a swallowed creature is no longer restrained by it and can escape from the andrenjinyi by using 15 feet of movement, exiting prone. The andrenjinyi can regurgitate swallowed creatures as a free action.</text>
		</action>
		<action>
			<name>Transmuting Gullet</name>
			<text>When a creature is swallowed by an andrenjinyi, it must make a successful DC 19 Wisdom saving throw each round at the end of its turn or be affected by true polymorph into a new form chosen by the andrenjinyi. The effect is permanent until dispelled or ended with a wish or comparable magic.</text>
		</action>
	</monster>
	<monster>
		<name>Angatra</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>85 (10d8+40)</hp>
		<speed>50 ft.</speed>
		<str>14</str>
		<dex>20</dex>
		<con>18</con>
		<int>8</int>
		<wis>12</wis>
		<cha>15</cha>
		<skill>Perception +4, Stealth +8</skill>
		<resist>necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> all languages it knew in life</languages>
		<cr>6</cr>
		<trait>
			<name>Agonizing Gaze</name>
			<text>When a creature that can see the angatra's eyes starts its turn within 30 feet of the angatra, it must make a DC 13 Charisma saving throw if the angatra isn't incapacitated and can see the creature. On a failed saving throw, the creature has its pain threshold lowered, so that it becomes vulnerable to all damage types until the end of its next turn. Unless it's surprised, a creature can avoid the saving throw by averting its eyes at the start of its turn. A creature that averts its eyes can't see the angatra for one full round, when it chooses anew whether to avert its eyes again. If the creature looks at the angatra in the meantime, it must immediately make the save.</text>
		</trait>
		<trait>
			<name>Ancestral Wrath</name>
			<text>The angatra immediately recognizes any individual that is descended from its tribe. It has advantage on attack rolls against such creatures, and those creatures have disadvantage on saving throws against the angatra's traits and attacks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The angatra makes two attacks with its claws.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 10 (2d4 + 5) piercing damage, and the creature must succeed on a DC 15 Constitution saving throw or be paralyzed by pain until the end of its next turn.</text>
			<attack>Claw|8|2d4+5</attack>
		</action>
	</monster>
	<monster>
		<name>Angel, Chained</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>88 (16d8+16)</hp>
		<speed>30 ft., fly 60 ft.</speed>
		<str>18</str>
		<dex>16</dex>
		<con>12</con>
		<int>12</int>
		<wis>18</wis>
		<cha>20</cha>
		<save>Dex +6, Wis +7, Cha +8</save>
		<skill>Perception +7</skill>
		<senses>darkvision 200 ft.</senses>
		<passive>17</passive>
		<resist>piercing</resist>
		<immune>fire, radiant</immune>
		<languages> Common, Celestial, Infernal</languages>
		<cr>8</cr>
		<trait>
			<name>Redemption</name>
			<text>Any caster brave enough to cast a knock spell on a chained angel can remove the creature's shackles, but this always exposes the caster to a blast of unholy flame as a reaction. The caster takes 16 (3d10) fire damage and 16 (3d10) radiant damage, or half as much with a successful DC 16 Dexterity saving throw. If the caster survives, the angel makes an immediate DC 20 Wisdom saving throw; if it succeeds, the angel's chains fall away and it is restored to its senses and to a Good alignment. If the saving throw fails, any further attempts to cast knock on the angel's chains fail automatically for one week.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The chained angel makes two fiery greatsword attacks.</text>
		</action>
		<action>
			<name>Fiery Greatsword</name>
			<text>Melee Weapon Attack. +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 16 (3d10) fire damage.</text>
		</action>
		<action>
			<name>Fallen Glory (Recharge 5-6)</name>
			<text>All creatures within 50 feet of the chained angel and in its line of sight take 19 (3d12) radiant damage and are knocked prone, or take half damage and aren't knocked prone with a successful DC 15 Strength saving throw.</text>
		</action>
		<reaction>
			<name>Fiendish Cunning</name>
			<text>When a creature within 60 feet casts a divine spell, the chained angel can counter the spell if it succeeds on a Charisma check against a DC of 10 + the spell's level.</text>
		</reaction>
	</monster>
	<monster>
		<name>Fidele Angel</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>lawful good</alignment>
		<ac>16 (natural armor)</ac>
		<hp>104 (16d8+32)</hp>
		<speed>40 ft., fly 40 ft. (angelic form), or 10 ft., fly 80 ft. (eagle form)</speed>
		<str>20</str>
		<dex>18</dex>
		<con>14</con>
		<int>14</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Dex +7, Con +5, Int +5, Wis +6, Cha +7</save>
		<skill>Insight +6, Perception +6</skill>
		<resist>fire, lightning, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>acid, cold</immune>
		<conditionImmune>charmed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Celestial, Infernal</languages>
		<cr>5</cr>
		<trait>
			<name>Shapechange</name>
			<text>The angel can change between winged celestial form, its original mortal form, and that of a Medium-sized eagle. Its statistics are the same in each form, with the exception of its attacks in eagle form.</text>
		</trait>
		<trait>
			<name>Ever Touching</name>
			<text>Fidele angels maintain awareness of their mate's disposition and health. Damage taken by one is split evenly between both, with the original target of the attack taking the extra point when damage doesn't divide evenly. Any other baneful effect, such as ability damage, affects both equally.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The angel's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: guidance, light, purify food and drink, spare the dying</text>
			<text>3/day: cure wounds, scorching ray (5 rays)</text>
			<text>1/day: bless, daylight, detect evil and good, enhance ability, hallow, protection from evil and good</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The angel has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The angel's weapon attacks are magical while it is in eagle form.</text>
		</trait>
		<trait>
			<name>To My Lover's Side</name>
			<text>If separated from its mate, each fidele angel can use both plane shift and teleport 1/day to reunite.</text>
		</trait>
		<trait>
			<name>Unshakeable Fidelity</name>
			<text>Fidele angels are never voluntarily without their partners. No magical effect or power can cause a fidele angel to act against its mate, and no charm or domination effect can cause them to leave their side or to change their feelings of love and loyalty toward each other.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The angel makes two longsword attacks or two longbow attacks; in eagle form, it instead makes two talon attacks and one beak attack.</text>
		</action>
		<action>
			<name>+1 Longsword (Mortal or Angel Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10+ 6) slashing damage if used with two hands.</text>
			<attack>+1 Longsword|9|1d8+6</attack>
		</action>
		<action>
			<name>+1 Longbow (Mortal or Angel Form Only)</name>
			<text>Ranged Weapon Attack: +8 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</text>
			<attack>+1 Longbow|8|1d8+5</attack>
		</action>
		<action>
			<name>Beak (Eagle Form Only)</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</text>
			<attack>Beak|8|1d8+5</attack>
		</action>
		<action>
			<name>Talons (Eagle Form Only)</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Talons|8|2d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Angler Worm</name>
		<size>H</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>133 (14d12+42)</hp>
		<speed>20 ft., climb 20 ft.</speed>
		<str>14</str>
		<dex>5</dex>
		<con>16</con>
		<int>3</int>
		<wis>14</wis>
		<cha>1</cha>
		<immune>poison</immune>
		<conditionImmune>blinded, charmed, deafened, poisoned, prone</conditionImmune>
		<senses>tremorsense 60 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Spider Climb</name>
			<text>The worm can climb difficult surfaces, including upside down on ceilings and along its snare lines, without needing an ability check. The angler worm is never restrained by its own or other angler worms' snare lines.</text>
		</trait>
		<trait>
			<name>Keen Touch</name>
			<text>The angler worm has advantage on Wisdom (Perception) checks that rely on vibrations.</text>
		</trait>
		<trait>
			<name>Transparent Trap</name>
			<text>A successful DC 12 Wisdom (Perception) check must be made to spot angler worm snare lines, and the check is always made with disadvantage unless the searcher has some means of overcoming the snares' invisibility. A creature that enters a space containing angler worm snare lines must make a successful DC 12 Dexterity saving throw or be restrained by the sticky snares (escape DC 14). This saving throw is made with disadvantage if the creature was unaware of the snare lines' presence.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>An angler worm makes one bite attack. It also makes one coils attack against every enemy creature restrained by its threads and within reach of its coils.once it has coiled around one creature it stops coil attacks against others.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage plus 3 (1d6) acid damage.</text>
			<attack>Bite|4|2d6+2</attack>
		</action>
		<action>
			<name>Coils</name>
			<text>Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 13 (3d8) acid damage, and the target creature must make a successful DC 12 Dexterity saving throw or be pulled adjacent to the angler worm (if it wasn't already) and grappled in the angler worm's coils (escape DC 12). While grappled this way, the creature is restrained by the angler worm (but not by its snare lines), it can't breathe, and it takes 22 (5d8) acid damage at the start of each of the angler worm's turns. A creature that escapes from the angler worm's coils may need to make an immediate DC 12 Dexterity saving throw to avoid being restrained again, if it escapes into a space occupied by more snare lines.</text>
			<attack>Coils|4|3d8</attack>
		</action>
		<action>
			<name>Ethereal Lure (Recharge 4-6)</name>
			<text>The angler worm selects a spot within 20 feet of itself; that spot glows with a faint, blue light until the start of the worm's next turn. All other creatures that can see the light at the start of their turn must make a successful DC 12 Wisdom saving throw or be charmed until the start of their next turn. A creature charmed this way must Dash toward the light by the most direct route, automatically fails saving throws against being restrained by snare lines, and treats the angler worm as invisible.</text>
		</action>
	</monster>
	<monster>
		<name>Giant Ant</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>52 (7d10+14)</hp>
		<speed>40 ft.</speed>
		<str>15</str>
		<dex>13</dex>
		<con>15</con>
		<int>1</int>
		<wis>9</wis>
		<cha>2</cha>
		<senses>blindsight 60 ft.</senses>
		<passive>9</passive>
		<languages>-</languages>
		<cr>2</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The giant ant has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant ant makes one bite attack and one sting attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the giant ant can't bite a different target.</text>
			<attack>Bite|4|1d8+2</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw.</text>
			<attack>Sting|4|1d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Giant Ant Queen</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>85 (10d10+30)</hp>
		<speed>40 ft.</speed>
		<str>17</str>
		<dex>13</dex>
		<con>16</con>
		<int>2</int>
		<wis>11</wis>
		<cha>4</cha>
		<senses>blindsight 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The giant ant queen has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Queen's Scent</name>
			<text>Giant ants defending a queen gain advantage on all attack rolls.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant ant queen makes two bite attacks and one sting attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained, and the giant ant can't bite a different target.</text>
			<attack>Bite|5|1d8+3</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 22 (4d10) poison damage, or half as much poison damage with a successful DC 14 Constitution saving throw.</text>
			<attack>Sting|5|1d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Anubian</name>
		<size>M</size>
		<type>elemental,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13</ac>
		<hp>44 (8d8+8)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>16</dex>
		<con>12</con>
		<int>10</int>
		<wis>12</wis>
		<cha>10</cha>
		<skill>Stealth +5</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 30 ft.</senses>
		<passive>11</passive>
		<languages> Primordial</languages>
		<cr>2</cr>
		<trait>
			<name>Sand Stealth</name>
			<text>The anubian gains an additional +2 (+7 in total) to Stealth in sand terrain</text>
		</trait>
		<trait>
			<name>Sand Step</name>
			<text>Instead of moving, the anubian's humanoid form collapses into loose sand and immediately reforms at another unoccupied space within 10 feet. This movement doesn't provoke opportunity attacks. After using this trait in sand terrain, the anubian can Hide as part of this movement even if under direct observation. Anubians can sand step under doors or through similar obstacles, provided there's a gap large enough for sand to sift through.</text>
		</trait>
		<trait>
			<name>Vulnerability to Water</name>
			<text>For every 5 feet the anubian moves while touching water or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. An anubian completely immersed in water takes 10 (4d4) cold damage at the start of its turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The anubian makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Claw|5|1d6+3</attack>
		</action>
		<action>
			<name>Haboob (1/Day)</name>
			<text>The anubian creates a sandstorm in a cylinder 30-feet high, that reaches to within 5 feet of it. The storm moves with the anubian. The area is heavily obscured, and each creature other than an anubian that enters the sandstorm or ends its turn there must make a successful DC 13 Strength saving throw or be restrained by it. Also, each creature other than an anubian that ends its turn inside the sandstorm takes 3 (1d6) slashing damage. The anubian can maintain the haboob for up to 10 minutes as if concentrating on a spell. While maintaining the haboob, the anubian's speed is reduced to 5 feet and it can't sand step. Creatures restrained by the sandstorm move with the anubian. A creature can free itself or an adjacent creature from the sandstorm by using its action and making a DC 13 Strength check. A successful check ends the restraint on the target creature.</text>
		</action>
	</monster>
	<monster>
		<name>Arboreal Grappler</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>90 (12d8+36)</hp>
		<speed>10 ft., climb 40 ft.</speed>
		<str>16</str>
		<dex>16</dex>
		<con>16</con>
		<int>6</int>
		<wis>10</wis>
		<cha>6</cha>
		<skill>Acrobatics +5, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Spider Climb</name>
			<text>The arboreal grappler can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Boscage Brachiation</name>
			<text>The arboreal grappler doesn't provoke opportunity attacks when it moves out of an enemy's reach by climbing.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The arboreal grappler makes one bite attack and two tentacle attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the tentacle can't be used to attack a different target. The arboreal grappler has two tentacles, each of which can grapple one target. When the arboreal grappler moves, it can drag a Medium or smaller target it is grappling at full speed.</text>
			<attack>Tentacle|5|2d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Aridni</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>82 (15d6+30)</hp>
		<speed>20 ft., fly 60 ft.</speed>
		<str>9</str>
		<dex>21</dex>
		<con>14</con>
		<int>12</int>
		<wis>11</wis>
		<cha>16</cha>
		<save>Dex +8</save>
		<skill>Acrobatics +11, Perception +3, Stealth +11</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Gnoll, Sylvan, Void Speech</languages>
		<cr>5</cr>
		<trait>
			<name>Flyby</name>
			<text>The aridni doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The aridni has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The aridni's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells:</text>
			<text>At will: dancing lights, detect magic, invisibility</text>
			<text>3/day: charm person, faerie fire, mage armor</text>
			<text>1/day: spike growth</text>
		</trait>
		<action>
			<name>Short Sword</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) piercing damage.</text>
			<attack>Short Sword|8|1d6+5</attack>
		</action>
		<action>
			<name>Pixie Bow</name>
			<text>Ranged Weapon Attack: +8 to hit, range 40/160 ft., one target. Hit: 7 (1d4 + 5) piercing damage.</text>
			<attack>Pixie Bow|8|1d4+5</attack>
		</action>
		<action>
			<name>Slaver Arrows</name>
			<text>An aridni can add a magical effect in addition to the normal damage done by its arrows. If so, the aridni chooses from the following effects:</text>
		</action>
		<action>
			<name></name>
			<text>Confusion. The target must succeed on a DC 14 Wisdom saving throw or become confused (as the spell) for 2d4-1 rounds.</text>
		</action>
		<action>
			<name></name>
			<text>Fear. The target must succeed on a DC 14 Wisdom saving throw or become frightened for 2d4 rounds.</text>
		</action>
		<action>
			<name></name>
			<text>Hideous Laughter. The target must succeed on a DC 14 Wisdom saving throw or become incapacitated for 2d4 rounds. While incapacitated, the target is prone and laughing uncontrollably.</text>
		</action>
		<action>
			<name></name>
			<text>Sleep. The target must succeed on a DC 14 Wisdom saving throw or fall asleep for 2d4 minutes. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.</text>
		</action>
	</monster>
	<monster>
		<name>Asanbosam</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>102 (12d10+36)</hp>
		<speed>40 ft., climb 15 ft.</speed>
		<str>18</str>
		<dex>13</dex>
		<con>17</con>
		<int>11</int>
		<wis>10</wis>
		<cha>5</cha>
		<skill>Acrobatics +4, Perception +3, Stealth +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Giant</languages>
		<cr>5</cr>
		<trait>
			<name>Spider Climb</name>
			<text>The asanbosam can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Arboreal</name>
			<text>While up in trees, the asanbosam can take the Disengage or Hide action as a bonus action on each of its turns.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The asanbosam makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease. If the saving throw fails, the target takes 11 (2d10) poison damage immediately and becomes poisoned until the disease is cured. Every 24 hours that elapse, the creature must repeat the saving throw and reduce its hit point maximum by 5 (1d10) on a failure. This reduction lasts until the disease is cured. The creature dies if the disease reduces its hit point maximum to 0.</text>
			<attack>Bite|7|2d10+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) piercing damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained and the asanbosam can't claw a different target. If the target is a creature, it must succeed on a DC 14 Constitution saving throw against disease or contract the disease described in the bite attack.</text>
			<attack>Claws|7|3d10+4</attack>
		</action>
	</monster>
	<monster>
		<name>Azza Gremlin</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14</ac>
		<hp>7 (2d6)</hp>
		<speed>10 ft., fly 40 ft. (hover)</speed>
		<str>5</str>
		<dex>18</dex>
		<con>10</con>
		<int>12</int>
		<wis>13</wis>
		<cha>10</cha>
		<immune>lightning, thunder</immune>
		<senses>darkvision 120 ft.</senses>
		<passive>11</passive>
		<languages> Common, Primordial</languages>
		<cr>1/4</cr>
		<trait>
			<name>Contagious Lightning</name>
			<text>A creature that touches the azza gremlin or hits it with a melee attack using a metal weapon receives a discharge of lightning. The creature must succeed on a DC 10 Constitution saving throw or attract lightning for 1 minute. For the duration, attacks that cause lightning damage have advantage against this creature, the creature has disadvantage on saving throws against lightning damage and lightning effects, and if the creature takes lightning damage, it is paralyzed until the end of its next turn. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</trait>
		<action>
			<name>Lightning Jolt</name>
			<text>Melee or Ranged Spell Attack: +6 to hit, reach 5 ft. or range 30 ft., one creature. Hit: 3 (1d6) lightning damage, and the target is affected by Contagious Lightning.</text>
			<attack>Lightning Jolt|6|1d6</attack>
		</action>
		<reaction>
			<name>Ride the Bolt</name>
			<text>The azza gremlin can travel instantly along any bolt of lightning. When it is within 5 feet of a lightning effect, the azza can teleport to any unoccupied space inside or within 5 feet of that lightning effect.</text>
		</reaction>
	</monster>
	<monster>
		<name>Baba Yaga's Horsemen, Black Night</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>20 (plate and shield)</ac>
		<hp>171 (18d8+90)</hp>
		<speed>30 ft.</speed>
		<str>22</str>
		<dex>11</dex>
		<con>21</con>
		<int>16</int>
		<wis>18</wis>
		<cha>18</cha>
		<save>Dex +4, Wis +8</save>
		<skill>Arcana +7, Athletics +10, History +7, Perception +8</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>cold, lightning, poison</immune>
		<conditionImmune>exhaustion, paralyzed, poisoned</conditionImmune>
		<senses></senses>
		<passive>18</passive>
		<languages> Celestial, Common, Infernal; telepathy 100 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Black Night</name>
			<text>The horseman can see perfectly in normal and magical darkness</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: ray of frost</text>
			<text>1/day each: dimension door, fire shield, haste, slow</text>
			<text>2/day: darkness</text>
			<text>3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The horseman has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Peerless Rider</name>
			<text>Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.</text>
		</trait>
		<trait>
			<name>Quick Draw</name>
			<text>The horseman can switch between wielding its lance and longsword as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.</text>
		</action>
		<action>
			<name>Lance</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.</text>
			<attack>Lance|10|1d12+6</attack>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.</text>
			<attack>Longsword|10|1d8+6</attack>
		</action>
		<action>
			<name>Temporal Strike (recharge 5-6)</name>
			<text>When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Baba Yaga's Horsemen, Bright Day</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>20 (plate and shield)</ac>
		<hp>171 (18d8+90)</hp>
		<speed>30 ft.</speed>
		<str>22</str>
		<dex>11</dex>
		<con>21</con>
		<int>16</int>
		<wis>18</wis>
		<cha>18</cha>
		<save>Dex +4, Wis +8</save>
		<skill>Arcana +7, Athletics +10, History +7, Perception +8</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons, cold and fire</resist>
		<immune>lightning, poison</immune>
		<conditionImmune>exhaustion, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Celestial, Common, Infernal; telepathy 100 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: sacred flame</text>
			<text>1/day each: dimension door, fire shield, haste, slow</text>
			<text>2/day: daylight</text>
			<text>3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The horseman has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Peerless Rider</name>
			<text>Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.</text>
		</trait>
		<trait>
			<name>Quick Draw</name>
			<text>The horseman can switch between wielding its lance and longsword as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.</text>
		</action>
		<action>
			<name>Lance</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.</text>
			<attack>Lance|10|1d12+6</attack>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.</text>
			<attack>Longsword|10|1d8+6</attack>
		</action>
		<action>
			<name>Temporal Strike (recharge 5-6)</name>
			<text>When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Baba Yaga's Horsemen, Red Sun</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>20 (plate and shield)</ac>
		<hp>171 (18d8+90)</hp>
		<speed>30 ft.</speed>
		<str>22</str>
		<dex>11</dex>
		<con>21</con>
		<int>16</int>
		<wis>18</wis>
		<cha>18</cha>
		<save>Dex +4, Wis +8</save>
		<skill>Arcana +7, Athletics +10, History +7, Perception +8</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>fire, lightning, poison</immune>
		<conditionImmune>blinded, charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses></senses>
		<passive>18</passive>
		<languages> Celestial, Common, Infernal; telepathy 100 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The horseman is a 12th-level spellcaster. Its spellcasting ability is Charisma (save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>1/day each: dimension door, fire shield, haste, slow</text>
			<text>2/day each: continual flame, scorching ray</text>
			<text>3/day each: ethereal jaunt, phantom steed (appears as a horse colored appropriately to the horseman), plane shift (self and steed only)</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The horseman has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Peerless Rider</name>
			<text>Any attacks directed at the horseman's mount targets the horseman instead. Its mount gains the benefit of the rider's damage and condition immunities, and if the horseman passes a saving throw against an area effect, the mount takes no damage.</text>
		</trait>
		<trait>
			<name>Quick Draw</name>
			<text>The horseman can switch between wielding its lance and longsword as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The horseman makes three attacks with its lance or longsword. It can use Temporal Strike with one of these attacks when it is available.</text>
		</action>
		<action>
			<name>Lance</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft. (disadvantage within 5 ft.), one target. Hit: 12 (1d12 + 6) piercing damage.</text>
			<attack>Lance|10|1d12+6</attack>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage.</text>
			<attack>Longsword|10|1d8+6</attack>
		</action>
		<action>
			<name>Temporal Strike (recharge 5-6)</name>
			<text>When the horseman strikes a target with a melee attack, in addition to taking normal damage, the target must succeed on a DC 17 Constitution saving throw or instantly age 3d10 years. A creature that ages this way has disadvantage on attack rolls, ability checks, and saving throws based on Strength, Dexterity, and Constitution until the aging is reversed. A creature that ages beyond its lifespan dies immediately. The aging reverses automatically after 24 hours, or it can be reversed magically by greater restoration or comparable magic. A creature that succeeds on the save is immune to the temporal strike effect for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Bagiennik</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>75 (10d8+30)</hp>
		<speed>30 ft., swim 40 ft.</speed>
		<str>16</str>
		<dex>18</dex>
		<con>16</con>
		<int>9</int>
		<wis>16</wis>
		<cha>11</cha>
		<skill>Perception +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common</languages>
		<cr>3</cr>
		<trait>
			<name>Healing Oil</name>
			<text>A bagiennik can automatically stabilize a dying creature by using an action to smear some of its oily secretion on the dying creature's flesh. A similar application on an already-stable creature or one with 1 or more hit points acts as a potion of healing, restoring 2d4 + 2 hit points. Alternatively, the bagiennik's secretion can have the effect of a lesser restoration spell. However, any creature receiving a bagiennik's Healing Oil must make a successful DC 13 Constitution saving throw or be slowed for 1 minute.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bagiennik makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage.</text>
			<attack>Claw|6|4d6+4</attack>
		</action>
		<action>
			<name>Acid Spray</name>
			<text>Ranged Weapon Attack: +6 to hit, range 15 ft., one target. Hit: 14 (2d10 + 3) acid damage. The target must make a successful DC 13 Dexterity saving throw or fall prone in the slick oil, which covers an area 5 feet square. A creature that enters the oily area or ends its turn there must also make the Dexterity saving throw to avoid falling prone. A creature needs to make only one saving throw per 5-foot-square per turn, even if it enters and ends its turn in the area. The slippery effect lasts for 3 rounds.</text>
			<attack>Acid Spray|6|2d10+3</attack>
		</action>
	</monster>
	<monster>
		<name>Bastet Temple Cat</name>
		<size>S</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>40 (9d6+9)</hp>
		<speed>40 ft., climb 30 ft.</speed>
		<str>8</str>
		<dex>19</dex>
		<con>12</con>
		<int>12</int>
		<wis>16</wis>
		<cha>18</cha>
		<skill>Perception +5, Stealth +6</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Nurian, and Sylvan</languages>
		<cr>1</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The temple cat has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The temple cat's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). The temple cat can innately cast the following spells, requiring no material components:</text>
			<text>At will: guidance</text>
			<text>3/day each: charm person, cure wounds</text>
			<text>1/day: enhance ability (only Cat's Grace)</text>
		</trait>
		<trait>
			<name>Priestly Purr</name>
			<text>When a cleric or paladin who worships Bastet spends an hour preparing spells while a Bastet temple cat is within 5 feet, that spellcaster can choose two 1st-level spells and one 2nd-level spell that they are able to cast and imbue them into the temple cat. The temple cat can cast these spells 1/day each without a verbal component. These spells are cast as if they were included in the temple cat's Innate Spellcasting trait.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The temple cat makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 6 (1d4 + 4) piercing damage.</text>
			<attack>Bite|6|1d4+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) slashing damage.</text>
			<attack>Claws|6|2d4+4</attack>
		</action>
		<action>
			<name>Fascinating Lure</name>
			<text>The temple cat purrs loudly, targeting a humanoid it can see within 30 feet that can hear the temple cat. The target must succeed on a DC 14 Wisdom saving throw or be charmed. While charmed by the temple cat, the target must move toward the cat at normal speed and try to pet it or pick it up. A charmed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful, the creature is immune to the temple cat's Fascinating Lure for the next 24 hours. The temple cat has advantage on attack rolls against any creature petting or holding it.</text>
		</action>
	</monster>
	<monster>
		<name>Bearfolk</name>
		<size>M</size>
		<type>humanoid (bearfolk),tome of Beasts</type>
		<alignment>chaotic good</alignment>
		<ac>14 (hide armor)</ac>
		<hp>45 (6d8+18)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>16</con>
		<int>8</int>
		<wis>12</wis>
		<cha>9</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Giant</languages>
		<cr>3</cr>
		<trait>
			<name>Frenzy (1/rest)</name>
			<text>As a bonus action, the bearfolk can trigger a berserk frenzy that lasts 1 minute. While in frenzy, it gains resistance to bludgeoning, piercing, and slashing damage and has advantage on attack rolls. Attack rolls made against a frenzied bearfolk have advantage.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The bearfolk has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bearfolk makes three attacks: one with its battleaxe, one with its warhammer, and one with its bite.</text>
		</action>
		<action>
			<name>Battleaxe</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, or 9 (1d10 + 4) slashing damage if used two-handed.</text>
			<attack>Battleaxe|6|1d8+4</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.</text>
			<attack>Bite|6|2d6+4</attack>
		</action>
		<action>
			<name>Warhammer</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage, or 9 (1d10 + 4) bludgeoning damage if used two-handed.</text>
			<attack>Warhammer|6|1d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Behtu</name>
		<size>S</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (hide armor)</ac>
		<hp>52 (8d6+24)</hp>
		<speed>20 ft., climb 20 ft.</speed>
		<str>17</str>
		<dex>16</dex>
		<con>16</con>
		<int>12</int>
		<wis>11</wis>
		<cha>7</cha>
		<save>Dex +5</save>
		<skill>Athletics +5, Stealth +5</skill>
		<resist>cold, fire, lightning</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Behtu, Common, Infernal</languages>
		<cr>2</cr>
			
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Shortspear</name>
			<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Shortspear|5|1d4+3</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 6)</name>
			<text>The behtu exhales fire in a 15-foot cone. Each creature in that area takes 21 (5d8) fire damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
		</action>
		<action>
			<name>Ichorous Infusions</name>
			<text>Behtu war parties carry 1d6 vials of ichorous infusions. They often ingest an infusion before an ambush. For the next 2d6 rounds, the behtus gain a +4 bonus to their Strength and Constitution scores and quadruple their base speed (including their climb speed). Behtus also take a -4 penalty to their Intelligence and Wisdom scores for the duration of the infusion. A non-behtu character who ingests a behtu infusion becomes poisoned and takes 10 (3d6) poison damage; a successful DC 14 Constitution saving throw against poison reduces damage to half and negates the poisoned condition.</text>
		</action>
	</monster>
	<monster>
		<name>Beli</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>45 (10d6+10)</hp>
		<speed>30 ft., fly 30 ft.</speed>
		<str>11</str>
		<dex>16</dex>
		<con>12</con>
		<int>8</int>
		<wis>11</wis>
		<cha>14</cha>
		<save>Dex +5</save>
		<skill>Perception +4, Stealth +5</skill>
		<immune>cold</immune>
		<vulnerable>fire</vulnerable>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Dwarvish, Giant</languages>
		<cr>2</cr>
		<trait>
			<name>Arctic Hunter</name>
			<text>Beli have advantage on Dexterity (Stealth) checks and Wisdom (Perception) checks made in icy, natural surroundings.</text>
		</trait>
		<trait>
			<name>Cold Regeneration</name>
			<text>As long as the temperature is below freezing, the beli regains 3 hit points at the start of its turn. If the beli takes fire damage, this trait doesn't function at the start of the beli's next turn. The beli dies only if it starts its turn with 0 hit points and it doesn't regenerate.</text>
		</trait>
		<trait>
			<name>Flyby</name>
			<text>The beli doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The beli's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: invisibility</text>
			<text>3/day: chill touch</text>
		</trait>
		<action>
			<name>Ice Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage.</text>
			<attack>Ice Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Icy Shortbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 2 (1d4) cold damage, and the target must make a successful DC 13 Constitution saving throw or gain 2 levels of exhaustion from the arrow's icy chill. If the save succeeds, the target also becomes immune to further exhaustion from beli arrows for 24 hours (but any levels of exhaustion already gained remain in effect). A character who gains a sixth level of exhaustion doesn't die automatically but drops to 0 hit points and must make death saving throws as normal. The exhaustion lasts until the target recovers fully from the cold damage.</text>
			<attack>Icy Shortbow|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Bereginyas</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>70 (20d4+20)</hp>
		<speed>20 ft., fly 60 ft.</speed>
		<str>14</str>
		<dex>20</dex>
		<con>12</con>
		<int>13</int>
		<wis>12</wis>
		<cha>11</cha>
		<save>Dex +7</save>
		<skill>Perception +5, Stealth +9</skill>
		<immune>bludgeoning</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>4</cr>
		<action>
			<name>Multiattack</name>
			<text>The bereginyas makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 12) and the bereginyas immediately uses Smother against it as a bonus action.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.</text>
			<attack>Claw|7|1d8+5</attack>
		</action>
		<action>
			<name>Smother</name>
			<text>If the bereginyas grapples an opponent, it extends a semi-solid gaseous tendril down the target's throat as a bonus action. The target must make a successful DC 14 Strength saving or it is immediately out of breath and begins suffocating. Suffocation ends if the grapple is broken or if the bereginyas is killed.</text>
		</action>
	</monster>
	<monster>
		<name>Blemmyes</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>168 (16d10+80)</hp>
		<speed>40 ft.</speed>
		<str>20</str>
		<dex>13</dex>
		<con>20</con>
		<int>7</int>
		<wis>12</wis>
		<cha>5</cha>
		<skill>Intimidation +3</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Giant</languages>
		<cr>8</cr>
		<trait>
			<name>Carnivorous Compulsion</name>
			<text>If it can see an incapacitated creature, the blemmyes must succeed on a DC 11 Wisdom save or be compelled to move toward that creature and attack it.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The blemmyes makes two slam attacks and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) piercing damage. If the target is a Medium or smaller incapacitated creature, that creature is swallowed. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects from outside the blemmyes, and it takes 14 (4d6) acid damage at the start of each of the blemmyes' turns. If the blemmyes takes 20 damage or more during a single turn from a creature inside it, the blemmyes must succeed on a DC 16 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the blemmyes. The blemmyes can have only one target swallowed at a time. If the blemmyes dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
			<attack>Bite|8|4d6+5</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be stunned until the end of its next turn.</text>
			<attack>Slam|8|2d8+5</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 27 (4d10 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Wisdom saving throw or be frightened until the end of its next turn.</text>
			<attack>Rock|8|4d10+5</attack>
		</action>
	</monster>
	<monster>
		<name>Boloti</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>63 (14d4+28)</hp>
		<speed>20 ft., swim 60 ft.</speed>
		<str>12</str>
		<dex>20</dex>
		<con>14</con>
		<int>13</int>
		<wis>12</wis>
		<cha>11</cha>
		<skill>Perception +3, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Primordial, Sylvan</languages>
		<cr>1</cr>
		<trait>
			<name>Amphibious</name>
			<text>The boloti can breathe air and water.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The boloti's innate spellcasting ability is Intelligence (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect magic, water walk</text>
			<text>3/day: control water, create or destroy water, fog cloud, invisibility, see invisibility, water breathing</text>
			<text>1/day: wall of ice</text>
		</trait>
		<trait>
			<name>Water Mastery</name>
			<text>A boloti has advantage on attack rolls if both it and its opponent are in water. If the opponent and the boloti are both on dry ground, the boloti has disadvantage on attack rolls.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.</text>
			<attack>Dagger|7|1d4+5</attack>
		</action>
		<action>
			<name>Vortex (1/Day)</name>
			<text>A boloti can transform into a vortex of swirling, churning water for up to 4 minutes. This ability can be used only while the boloti is underwater, and the boloti can't leave the water while in vortex form. While in vortex form, the boloti can enter another creature's space and stop there in vortex form. In this liquid form, the boloti still takes normal damage from weapons and magic. A creature in the same space as the boloti at the start of the creature's turn takes 9 (2d8) bludgeoning damage unless it makes a successful DC 15 Dexterity saving throw. If the creature is Medium or smaller, a failed saving throw also means it is grappled (escape DC 11). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw succeeds, the target is pushed 5 feet so it is out of the boloti's space.</text>
		</action>
	</monster>
	<monster>
		<name>Bone Collective</name>
		<size>S</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>120 (16d6+64)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>20</dex>
		<con>18</con>
		<int>14</int>
		<wis>10</wis>
		<cha>16</cha>
		<save>Dex +8</save>
		<skill>Arcana +5, Deception +6, Perception +3, Stealth +11</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>exhaustion, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> Common, Darakhul</languages>
		<cr>8</cr>
		<trait>
			<name>Hive Mind</name>
			<text>All elements of a bone collective within 50 miles of their main body constantly communicate with each other. If one is aware of a particular danger, they all are. Any bone collective with at least 30 hit points forms a hive mind, giving it an Intelligence of 14. Below this hp threshold, it becomes mindless (Intelligence 0) and loses its innate spellcasting ability. At 0 hp, a few surviving sets of bones scatter, and must spend months to create a new collective.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The bone collective's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: chill touch</text>
			<text>3/day: animate dead (up to 5 skeletons or zombies)</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>A bone collective can act as a swarm (composed of smaller elements), or it can grant a single member (called an exarch) control, acting as a singular creature. Changing between forms takes one action. In its singular form, the collective can't occupy the same space as another creature, but it can perform sneak attacks and cast spells. In swarm form, the bone collective can occupy another creature's space and vice versa, and it can move through openings at least 1 foot square. It can't change to singular form while it occupies the same space as another creature. It uses its skills normally in either form.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bone collective makes two claw attacks, or one claw and one bite attack, or one swarm attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 31 (4d12 + 5) piercing damage, and the target must make a DC 16 Constitution save or suffer the effects of Wyrmblood Venom.</text>
			<attack>Bite|8|4d12+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 25 (3d12 + 5) slashing damage.</text>
			<attack>Claw|8|3d12+5</attack>
		</action>
		<action>
			<name>Swarm</name>
			<text>Melee Weapon Attack: +8 to hit, reach 0 ft., one creature in the swarm's space. Hit: 57 (8d12 + 5) piercing damage, or 31 (4d12 + 5) piercing damage if the bone collective has half its hit points or fewer. If the attack hits, the target must make a successful DC 15 Constitution save or suffer the effects of Wyrmblood Venom.</text>
			<attack>Swarm|8|8d12+5</attack>
		</action>
		<action>
			<name>Wyrmblood Venom (Injury)</name>
			<text>Bone collectives create a reddish liquid, which they smear on their fangs. The freakish red mouths on the tiny skeletons are disturbing, and the toxin is deadly. A bitten creature must succeed on a DC 15 Constitution saving throw or become poisoned and take 1d6 Charisma damage. A poisoned creature repeats the saving throw every four hours, taking another 1d6 Charisma damage for each failure, until it has made two consecutive successful saves or survived for 24 hours. If the creature survives, the effect ends and the creature can heal normally. Lost Charisma can be regained with a lesser restoration spell or comparable magic.</text>
		</action>
	</monster>
	<monster>
		<name>Bone Crab</name>
		<size>S</size>
		<type>beast,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>33 (6d6+12)</hp>
		<speed>20 ft., swim 10 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>14</con>
		<int>1</int>
		<wis>12</wis>
		<cha>4</cha>
		<skill>Perception +3, Stealth +4</skill>
		<resist>bludgeoning</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>1/2</cr>
		<trait>
			<name>Amphibious</name>
			<text>The bone crab can breathe air and water.</text>
		</trait>
		<trait>
			<name>Bone Camouflage</name>
			<text>A bone crab has advantage on Dexterity (Stealth) checks while it's among bones.</text>
		</trait>
		<trait>
			<name>Hive Mind</name>
			<text>A bone crab can communicate perfectly with all other bone crabs within 100 feet of it. If one is aware of danger, they all are.</text>
		</trait>
		<trait>
			<name>Leap</name>
			<text>Bone crabs have incredibly powerful legs and can leap up to 10 feet straight ahead or backward as part of its movement; this counts as withdraw action when moving away from a foe.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bone crab makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.</text>
			<attack>Claw|4|2d6+2</attack>
		</action>
		<action>
			<name>White Ghost Shivers</name>
			<text>A living creature that is injured by or makes physical contact with a creature carrying the white ghost shivers must succeed on a DC 11 Constitution saving throw at the end of the encounter to avoid becoming infected. This disease manifests after 24 hours, beginning as a mild chill, but increasingly severe after a day, accompanied by a fever. Hallucinations are common, and the fright they induce lends the disease its name. At onset, the infected creature gains two levels of exhaustion that cannot be removed until the disease is cured by lesser restoration, comparable magic, or rest. The infected creature makes another DC 11 Constitution saving throw at the end of each long rest; a successful save removes one level of exhaustion. If the saving throw fails, the disease persists. If both levels of exhaustion are removed by successful saving throws, the victim has recovered naturally.</text>
		</action>
	</monster>
	<monster>
		<name>Bone Swarm</name>
		<size>L</size>
		<type>swarm of Tiny undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>198 (36d10)</hp>
		<speed>20 ft., fly 60 ft.</speed>
		<str>22</str>
		<dex>18</dex>
		<con>10</con>
		<int>9</int>
		<wis>15</wis>
		<cha>20</cha>
		<save>Dex +8, Wis +6, Cha +9</save>
		<skill>Acrobatics +8, Perception +6, Stealth +8</skill>
		<vulnerable>bludgeoning</vulnerable>
		<resist>piercing and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Void Speech</languages>
		<cr>10</cr>
		<trait>
			<name>Strength of Bone</name>
			<text>A bone swarm can choose to deal bludgeoning, piercing, or slashing damage, and adds 1.5x its Strength bonus on swarm damage rolls as bits and pieces of broken skeletons claw, bite, stab, and slam at the victim.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a human skull. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bone swarm can attack every hostile creature in its space with swirling bones.</text>
		</action>
		<action>
			<name>Swirling Bones</name>
			<text>Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 31 (5d8 + 9) bludgeoning, piercing, or slashing damage (includes Strength of Bone special ability).</text>
			<attack>Swirling Bones|10|5d8+9</attack>
		</action>
		<action>
			<name>Death's Embrace (Recharge 5-6)</name>
			<text>Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: the target is grappled (escape DC 16) and enveloped within the swarm's bones. The swarm can force the creature to move at its normal speed wherever the bone swarm wishes. Any non-area attack against the bone swarm has a 50 percent chance of hitting a creature grappled in Death's Embrace instead.</text>
		</action>
	</monster>
	<monster>
		<name>Avatar Of Boreas</name>
		<size>M</size>
		<type>elemental (shapechanger),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>20 (natural armor)</ac>
		<hp>168 (16d8+96)</hp>
		<speed>50 ft., fly 120 ft.</speed>
		<str>25</str>
		<dex>22</dex>
		<con>22</con>
		<int>18</int>
		<wis>19</wis>
		<cha>21</cha>
		<save>Dex +12, Wis +10, Cha +11</save>
		<skill>Deception +11, Nature +10, Perception +10, Stealth +12</skill>
		<resist>acid</resist>
		<immune>cold, lightning, poison, thunder</immune>
		<conditionImmune>petrification, poisoned</conditionImmune>
		<senses>darkvision 60 ft., truesight 120 ft.</senses>
		<passive>20</passive>
		<languages> Common, Dwarvish, Giant, Infernal</languages>
		<cr>17</cr>
		<trait>
			<name>Chilling Presence</name>
			<text>Boreas freezes everything within 150 feet of him. After 5 rounds, nonmagical fires up to the size of a campfire are quenched. Water freezes within 1 minute. Spells that protect against cold are subjected to an immediate dispel magic (at +10 spellcasting ability) when within 150 feet of Boreas.</text>
		</trait>
		<trait>
			<name>Wind Form</name>
			<text>Boreas can shift between his humanoid body and a body made of wind and mist as an action; he can never be forced to shift forms. In wind form, he can use a whirlwind blast attack and use his spells, but no weapon attack. Truesight reveals both forms at once.</text>
		</trait>
		<trait>
			<name>Freedom of the Wind</name>
			<text>Locks, shackles, ropes, and other bindings cannot hold Boreas.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Boreas's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material components:</text>
			<text>At will: create water, detect magic, guidance, invisibility, polymorph, speak with animals, true seeing, wind wall</text>
			<text>3/day each: call lightning, control weather, cure wounds, dispel magic, ice storm, lesser restoration</text>
			<text>1/day each: chain lightning, earthquake, finger of death, heal, shapechange, wall of ice, word of recall</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The avatar of Boreas regains 10 hit points at the start of its turn. If the avatar of Boreas takes fire damage, this trait does not function at the start of its next turn. The avatar of Boreas dies only if it starts its turn with 0 hit points and does not regenerate.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Boreas makes 4 spear attacks, or 4 longbow attacks, or 2 whirlwind blasts.</text>
		</action>
		<action>
			<name>Ice Spear (Humanoid Form)</name>
			<text>Melee Weapon Attack. +13 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 7) piercing damage plus 17 (5d6) cold damage.</text>
		</action>
		<action>
			<name>North Wind Longbow</name>
			<text>Ranged Weapon Attack: +12 to hit, range 150/600 ft., one target. Hit: 10 (1d8+6) piercing damage plus 9 (2d8) cold damage.</text>
			<attack>North Wind Longbow|12|1d8+6</attack>
		</action>
		<action>
			<name>Whirlwind Blast (Wind Form Only)</name>
			<text>Ranged Spell Attack: +11 to hit, range 50 ft., one target. Hit: 37 (5d12 + 5) slashing damage.</text>
			<attack>Whirlwind Blast|11|5d12+5</attack>
		</action>
		<legendary>
			<name>Boreas can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Boreas regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Ice Spear</name>
			<text>Boreas makes an ice spear attack.</text>
		</legendary>
		<legendary>
			<name>North Wind's Glare</name>
			<text>Boreas freezes a foe with a look. One creature within 60 feet that the avatar of Boreas can see must make a successful DC 19 Constitution saving throw or be petrified until the start of the avatar's next turn.</text>
		</legendary>
		<legendary>
			<name>Whirlwind Movement (Costs 2 Actions)</name>
			<text>Boreas erupts into an icy whirlwind. Mundane and magical light sources alike within 20 feet are automatically extinguished. Each creature within 20 feet of the avatar must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) cold damage. The avatar can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Bouda</name>
		<size>M</size>
		<type>fiend (shapechanger),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>93 (11d8+44)</hp>
		<speed>30 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>18</con>
		<int>10</int>
		<wis>12</wis>
		<cha>15</cha>
		<save>Dex +5, Con +7, Wis +4, Cha +5</save>
		<skill>Athletics +7, Deception +5, Intimidation +5, Perception +4, Stealth +5</skill>
		<resist>acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>14</passive>
		<languages> Common, Celestial, Infernal, Nurian; telepathy 100 ft.</languages>
		<cr>5</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The bouda can use its action to polymorph into a human, a hyena, or its true form, which is a hyena-humanoid hybrid. Its statistics, other than its Mephitic Claw attack, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if destroyed, before turning to dust.</text>
		</trait>
		<trait>
			<name>Defiling Smear (1/Day)</name>
			<text>The bouda can secrete a disgusting whitish-yellow substance with the viscosity of tar to mark food and territory. As a bonus action, the bouda marks a single adjacent 5-foot space, object, or helpless creature. Any living creature within 30 feet of the smear at the start of its turn must succeed on a DC 15 Constitution saving throw against poison or be poisoned for 1d6 rounds. A creature that makes a successful saving throw is immune to that particular bouda's defiling smear for 24 hours. The stench of a smear remains potent for one week.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The bouda's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can cast the following spells, requiring no material components: Constant: detect evil and good, detect magic</text>
			<text>At will: thaumaturgy</text>
			<text>3/day: darkness, expeditious retreat</text>
			<text>1/day: contagion</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bouda makes one bite attack and one mephitic claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 10 (3d6) poison damage.</text>
			<attack>Bite|7|2d8+4</attack>
		</action>
		<action>
			<name>Mephitic Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and the target must make a successful DC 15 Constitution saving throw or become poisoned for 1 round by the visible cloud of vermin swarming around the bouda's forearms.</text>
			<attack>Mephitic Claw|7|2d6+4</attack>
		</action>
		<action>
			<name>Ravenous Gorge</name>
			<text>The bouda consumes the organs of a corpse in a space it occupies. It gains temporary hit points equal to the dead creature's HD that last 1 hour. Organs consumed by this ability are gone, and the creature can't be restored to life through spells and magical effects that require a mostly intact corpse.</text>
		</action>
	</monster>
	<monster>
		<name>Broodiken</name>
		<size>T</size>
		<type>construct,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>55 (10d4+30)</hp>
		<speed>20 ft., climb 20 ft.</speed>
		<str>8</str>
		<dex>14</dex>
		<con>16</con>
		<int>2</int>
		<wis>10</wis>
		<cha>6</cha>
		<skill>Perception +4, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>1</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The broodiken is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The broodiken has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Shared Rage</name>
			<text>A broodiken cannot speak with its creator telepathically, but it feels strong emotions and recognizes the objects of those emotions. A creator can telepathically order broodiken to hunt for and attack individuals by sending the broodiken an image of the creature and the appropriate emotion. As long as the broodiken is on such a hunt, it can be more than 100 feet away from its master without wailing.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.</text>
			<attack>Bite|4|1d10+2</attack>
		</action>
		<action>
			<name>Attach</name>
			<text>When a broodiken succeeds on a bite attack, its teeth latch on, grappling the target (escape DC 9). On each of its turns, its bite attack hits automatically as long as it can maintain its grapple.</text>
		</action>
	</monster>
	<monster>
		<name>Bucca</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>27 (5d4+15)</hp>
		<speed>20 ft., fly 30 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>17</con>
		<int>13</int>
		<wis>9</wis>
		<cha>16</cha>
		<skill>Perception +1, Sleight of Hand +7, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Darakhul, Dwarvish</languages>
		<cr>1/2</cr>
		<trait>
			<name>Flyby</name>
			<text>The bucca doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Vulnerability to Sunlight</name>
			<text>A bucca takes 1 point of radiant damage for every minute it is exposed to sunlight.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The bucca's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: invisibility</text>
			<text>3/day each: darkness, ensnaring strike, locate object</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Damage: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or take 1d2 Strength damage. The target must repeat the saving throw at the end of each of its turns, and it loses another 1d2 Strength for each failed saving throw. The effect ends when one of the saving throws succeeds or automatically after 4 rounds. All lost Strength returns after a long rest.</text>
		</action>
	</monster>
	<monster>
		<name>Bukavac</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>199 (21d10+84)</hp>
		<speed>40 ft., swim 20 ft.</speed>
		<str>20</str>
		<dex>17</dex>
		<con>18</con>
		<int>7</int>
		<wis>15</wis>
		<cha>12</cha>
		<save>Dex +7, Con +8</save>
		<skill>Perception +10, Stealth +11</skill>
		<immune>thunder</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>20</passive>
		<languages> Sylvan</languages>
		<cr>9</cr>
		<trait>
			<name>Hold Breath</name>
			<text>The bukavac can hold its breath for up to 20 minutes.</text>
		</trait>
		<trait>
			<name>Hop</name>
			<text>A bukavac can move its enormous bulk with remarkably quick hop of up to 20 feet, leaping over obstacles and foes. It may also use the hop as part of a withdraw action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bukavac makes four claw attacks, or two claw attacks and one bite attack, or two claw attacks and one gore attack, or one bite and one gore attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.</text>
			<attack>Bite|9|3d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage and grapples (escape DC15). A bukavac can grapple up to 2 Medium size foes.</text>
			<attack>Claw|9|1d12+5</attack>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.</text>
			<attack>Gore|9|3d10+5</attack>
		</action>
		<action>
			<name>Croaking Blast (Recharge 5-6)</name>
			<text>A bukavac can emit a howling thunderclap that deafens and damages those nearby. Creatures within 15 feet who fail a DC 17 Constitution saving throw take 36 (8d8) thunder damage and are permanently deafened. Those succeeding on the saving throw take half damage and are not deafened. The deafness can be cured with lesser restoration.</text>
		</action>
	</monster>
	<monster>
		<name>Buraq</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>lawful good</alignment>
		<ac>17</ac>
		<hp>152 (16d8+80)</hp>
		<speed>60 ft., fly 90 ft.</speed>
		<str>15</str>
		<dex>18</dex>
		<con>20</con>
		<int>18</int>
		<wis>18</wis>
		<cha>20</cha>
		<save>Con +9, Wis +8, Cha +9</save>
		<skill>History +8, Religion +8</skill>
		<resist>radiant; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>14</passive>
		<languages> Celestial, Common, Primordial, telepathy 120 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Angelic Weapons</name>
			<text>The buraq's attacks are magical. When the buraq hits with its hooves, it deals an extra 4d8 radiant damage (included in the attack).</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The buraq's innate spellcasting ability is Charisma (spell save DC 17). The buraq can innately cast the following spells, requiring no components:</text>
			<text>At will: comprehend languages, detect evil and good, holy aura, pass without trace</text>
			<text>3/day each: haste, longstrider</text>
			<text>1/day each: plane shift, wind walk</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The buraq has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Night Journey</name>
			<text>When outdoors at night, a buraq's vision is not limited by nonmagical darkness. Once per month, the buraq can declare it is on a night journey; for the next 24 hours, it can use its Teleport once per round. Its destination must always be in an area of nonmagical darkness within its line of sight. At any point during the night journey, as a bonus action, the buraq can return itself and its rider to the location where it began the night journey.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The buraq makes two attacks with its hooves.</text>
		</action>
		<action>
			<name>Hooves</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 18 (4d8) radiant damage.</text>
			<attack>Hooves|8|2d6+4</attack>
		</action>
		<action>
			<name>Teleport (1/Day)</name>
			<text>The buraq magically teleports itself and its rider, along with any equipment it is wearing or carrying, to a location the buraq is familiar with, up to 1 mile away.</text>
		</action>
	</monster>
	<monster>
		<name>Burrowling</name>
		<size>S</size>
		<type>humanoid (burrowling),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>13</ac>
		<hp>27 (6d6+6)</hp>
		<speed>30 ft., burrow 10 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>12</con>
		<int>9</int>
		<wis>12</wis>
		<cha>13</cha>
		<skill>Perception +3</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Burrow Awareness</name>
			<text>A burrowling gets advantage on Perception checks if at least one other burrowling is awake within 10 feet.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The burrowling has advantage on attack rolls when its target is adjacent to at least one other burrowling that's capable of attacking.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The burrowling makes one bite attack and one claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Claw|5|1d6+3</attack>
		</action>
		<action>
			<name>Sling</name>
			<text>Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage.</text>
			<attack>Sling|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Cactid</name>
		<size>L</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>76 (8d10+32)</hp>
		<speed>5 ft.</speed>
		<str>16</str>
		<dex>8</dex>
		<con>18</con>
		<int>7</int>
		<wis>10</wis>
		<cha>9</cha>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning, piercing</resist>
		<conditionImmune>blinded, deafened</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this radius)</senses>
		<passive>10</passive>
		<languages> understands Sylvan, but can't speak</languages>
		<cr>3</cr>
		<trait>
			<name>Hail of Needles (1/Day)</name>
			<text>When reduced below 10 hp (even below 0 hp), the cactid releases a hail of needles as a reaction. All creatures within 15 feet take 21 (6d6) piercing damage, or half damage with a successful DC 14 Dexterity saving throw. </text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The cactid makes two attacks with its tendrils and uses Reel.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack: +5 to hit, reach 15 ft., one creature. Hit: 10 (2d6 + 3) bludgeoning damage plus 3 (1d6) piercing damage, and a Medium or smaller target is grappled (escape DC 13). Until this grapple ends, the target is restrained. If the target is neither undead nor a construct, the cactid drains the target's body fluids; at the start of each of the target's turns, the target must make a DC 13 Constitution saving throw. On a failed save, the creature's hit point maximum is reduced by 3 (1d6). If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction lasts until the creature finishes a long rest and drinks abundant water or until it receives a greater restoration spell or comparable magic. The cactid has two tendrils, each of which can grapple one target at a time.</text>
			<attack>Tendril|5|2d6+3</attack>
		</action>
		<action>
			<name>Reel</name>
			<text>Each creature grappled by the cactid is pulled up to 5 feet straight toward the cactid.</text>
		</action>
	</monster>
	<monster>
		<name>Cambium</name>
		<size>L</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>264 (23d10+138)</hp>
		<speed>40 ft.</speed>
		<str>21</str>
		<dex>16</dex>
		<con>23</con>
		<int>17</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Dex +8, Con +11, Int +8, Wis +8, Cha +9</save>
		<skill>Arcana +8, Deception +9, Insight +8, Medicine +8, Perception +8, Stealth +8</skill>
		<immune>poison</immune>
		<conditionImmune>exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Common, Draconic, Infernal</languages>
		<cr>14</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The cambium's innate spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The cambium can innately cast the following spells, requiring no material components:</text>
			<text>Constant: levitate</text>
			<text>At will: alter self, detect thoughts, hold person, plane shift, spare the dying</text>
			<text>3/day: cure wounds 21 (4d8 + 3), ray of sickness 18 (4d8), protection from poison, heal</text>
			<text>1/day: finger of death</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The cambium makes four needle fingers attacks.</text>
		</action>
		<action>
			<name>Needle Fingers</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage. In addition, the target must make a DC 19 Constitution saving throw; if it fails, the cambium can either inflict Ability Damage or Imbalance Humors. A target makes this saving throw just once per turn, even if struck by more than one needle fingers attack.</text>
			<attack>Needle Fingers|10|3d10+5</attack>
		</action>
		<action>
			<name>Ability Damage (3/Day)</name>
			<text>When the target of the cambium's needle fingers fails its Constitution saving throw, one of its ability scores (cambium's choice) is reduced by 1d4 until it finishes a long rest. If this reduces a score to 0, the creature is unconscious until it regains at least one point.</text>
		</action>
		<action>
			<name>Imbalance Humors (3/Day)</name>
			<text>When the target of the cambium's needle fingers fails its Constitution saving throw, apply one of the following effects:</text>
		</action>
		<action>
			<name>Sanguine Flux: The target cannot be healed</name>
			<text>aturally or magically.until after their next long rest.</text>
		</action>
		<action>
			<name>Choleric Flux: The target becomes confused (as the spell) for 3d6 rounds</name>
			<text>The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.</text>
		</action>
		<action>
			<name>Melancholic Flux: The target is incapacitated for 1d4 rounds and slowed (as the spell) for 3d6 rounds</name>
			<text>The target can repeat the saving throw at the end of each of its turns to shrug off the flux before the duration ends.</text>
		</action>
		<action>
			<name>Phlegmatic Flux: A successful DC 18 Constitution saving throw negates this effect</name>
			<text>A failed saving throw means the target gains one level of exhaustion which lasts for 3d6 rounds.</text>
		</action>
	</monster>
	<monster>
		<name>Carrion Beetle</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>127 (15d10+45)</hp>
		<speed>30 ft., burrow 20 ft., climb 10 ft.</speed>
		<str>19</str>
		<dex>12</dex>
		<con>17</con>
		<int>1</int>
		<wis>13</wis>
		<cha>10</cha>
		<conditionImmune>paralysis</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>4</cr>
		<action>
			<name>Multiattack</name>
			<text>The beetle makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft, one target. Hit: 10 (1d12 + 4) piercing damage.</text>
			<attack>Bite|6|1d12+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Claws|6|1d6+4</attack>
		</action>
		<action>
			<name>Acid Spit (Recharge 5-6)</name>
			<text>The carrion beetle spits a line of acid that is 30 ft. long and 5 ft. wide. Each creature in that line takes 32 (5d12) acid damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Cavelight Moss</name>
		<size>L</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>95 (10d10+40)</hp>
		<speed>5 ft., climb 5 ft.</speed>
		<str>24</str>
		<dex>10</dex>
		<con>18</con>
		<int>1</int>
		<wis>13</wis>
		<cha>5</cha>
		<resist>acid, cold, fire; slashing from nonmagical weapons</resist>
		<conditionImmune>charmed, deafened, frightened, paralyzed, prone, stunned, unconscious</conditionImmune>
		<senses>tremorsense 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Luminescence</name>
			<text>The chemicals within cavelight moss make the entire creature shed light as a torch. A cavelight moss cannot suppress this effect. It can, however, diminish the light produced to shed illumination as a candle.</text>
		</trait>
		<action>
			<name>Tendrils</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) bludgeoning damage. If the target is a creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the cavelight moss can't use its tendrils against another target.</text>
			<attack>Tendrils|9|4d12+7</attack>
		</action>
		<action>
			<name>Strength Drain</name>
			<text>Living creatures hit by the cavelight moss's tendril attack or caught up in its grapple must make a successful DC 14 Constitution saving throw or 1 level of exhaustion. Creatures that succeed are immune to that particular cavelight moss's Strength Drain ability for 24 hours. For every level of exhaustion drained, the cavelight moss gains 5 temporary hit points.</text>
		</action>
	</monster>
	<monster>
		<name>Chelicerae</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>153 (18d10+54)</hp>
		<speed>40 ft., climb 30 ft.</speed>
		<str>22</str>
		<dex>17</dex>
		<con>17</con>
		<int>14</int>
		<wis>15</wis>
		<cha>14</cha>
		<save>Dex +6, Wis +5, Cha +5</save>
		<skill>Acrobatics +6, Athletics +9, Perception +5, Stealth +6</skill>
		<immune>poison</immune>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>7</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The chelicerae has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The chelicerae is an 8th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It requires no material components to cast its spells. The chelicerae has the following wizard spells prepared:</text>
			<text>Cantrips: acid splash, mage hand, minor illusion, true strike</text>
			<text>1st level: burning hands, detect magic, expeditious retreat, ray of sickness</text>
			<text>2nd level: hold person, invisibility, scorching ray</text>
			<text>3rd level: animate dead, haste, lightning bolt</text>
			<text>4th level: phantasmal killer</text>
		</trait>
		<trait>
			<name>Siphon Spell Slots</name>
			<text>The chelicerae cannot replenish its spells naturally. Instead, it uses grappled spellcasters as spell reservoirs, draining uncast spells to power its own casting. Whenever the chelicerae wishes to cast a spell, it consumes a number of spell slots from its victim equal to the spell slots necessary to cast the spell. If the victim has too few spell slots available, the chelicerae cannot cast that spell. The chelicerae can also draw power from drained spellcasters or creatures without magic ability. It can reduce a grappled creature's Wisdom by 1d4, adding 2 spell slots to its spell reservoir for every point lowered. A creature reduced to 0 Wisdom is unconscious until it regains at least one point, and can't offer any more power. A creature regains all lost Wisdom when it finishes a long rest.</text>
		</trait>
		<trait>
			<name>Spider Climb</name>
			<text>Chelicerae can climb difficult surfaces, including upside down on ceilings, without requiring an ability check.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The chelicerae makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6) piercing damage, and the target is grappled (escape DC 16). The target must also make a successful DC 16 Constitution saving throw or become poisoned. While poisoned this way, the target is unconscious and takes 1d4 Strength damage at the start of each of its turns. The poisoning ends after 4 rounds or when the target makes a successful DC 16 Constitution save at the end of its turn.</text>
			<attack>Bite|9|2d10+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage.</text>
			<attack>Claw|9|2d8+6</attack>
		</action>
	</monster>
	<monster>
		<name>Chernomoi</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13</ac>
		<hp>32 (5d4+20)</hp>
		<speed>20 ft., fly 20 ft.</speed>
		<str>9</str>
		<dex>18</dex>
		<con>18</con>
		<int>12</int>
		<wis>11</wis>
		<cha>16</cha>
		<skill>Acrobatics +6, Perception +2, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical attacks not made with silver weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Draconic, Sylvan</languages>
		<cr>1</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The chernomoi's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect magic, invisibility, mage hand, mending, message, prestidigitation</text>
			<text>1/day each: detect poison and disease, dimension door</text>
		</trait>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Scimitar|6|1d6+4</attack>
		</action>
		<action>
			<name>Shriek (Recharge 5-6)</name>
			<text>The chernomoi emits a loud shriek. All creatures within 60 feet who can hear take 10 (3d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Child Of The Briar</name>
		<size>T</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13</ac>
		<hp>50 (20d4)</hp>
		<speed>20 ft., climb 10 ft.</speed>
		<str>6</str>
		<dex>17</dex>
		<con>11</con>
		<int>13</int>
		<wis>10</wis>
		<cha>14</cha>
		<skill>Perception +4, Stealth +7</skill>
		<vulnerable>fire</vulnerable>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Briarclick, Common, Sylvan</languages>
		<cr>1</cr>
		<trait>
			<name>Fey Blood</name>
			<text>Children of the briar count as both plant and fey for any effect related to type.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A child of the briar makes two claw attacks. If both attacks hit the same target, the target is grappled (escape DC 13) and the child of the briar uses its Thorny Grapple on it.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Claw|5|1d6+3</attack>
		</action>
		<action>
			<name>Spitdart Tongue (Recharge 4-6)</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage. Every child of the briar can shoot thorns from its mouth.</text>
			<attack>Spitdart Tongue|5|1d6+3</attack>
		</action>
		<action>
			<name>Entangle</name>
			<text>Two children of the briar working together can cast a version of the entangle spell with no components, at will. Both creatures must be within 10 feet of each other, and both must use their action to cast the spell. The entangled area must include at least one of the casters but doesn't need to be centered on either caster. Creatures in the area must make a DC 13 Strength saving throw or be restrained. All children of the briar are immune to the spell's effects.</text>
		</action>
		<action>
			<name>Thorny Grapple</name>
			<text>A child of the briar's long thorny limbs help it grapple creatures up to Medium size. A grappled creature takes 2 (1d4) piercing damage at the end of the child's turn for as long as it remains grappled.</text>
		</action>
	</monster>
	<monster>
		<name>Chronalmental</name>
		<size>L</size>
		<type>elemental,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>152 (16d10+64)</hp>
		<speed>30 ft.</speed>
		<str>1</str>
		<dex>20</dex>
		<con>19</con>
		<int>9</int>
		<wis>13</wis>
		<cha>6</cha>
		<immune>poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Celestial, Infernal</languages>
		<cr>8</cr>
		<trait>
			<name>Temporal Body</name>
			<text>When a chronalmental is subjected to a slow spell, haste spell, or similar effect, it automatically succeeds on the saving throw and regains 13 (3d8) hit points.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The chronalmental makes 1d4 + 1 slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) bludgeoning damage.</text>
			<attack>Slam|8|2d10+5</attack>
		</action>
		<action>
			<name>Steal Time (1/Day)</name>
			<text>The chronalmental targets one creature it can see within 30 feet of it. The targeted creature must make a DC 16 Wisdom saving throw. On a failed saving throw, the chronalmental draws some of the creature's time into itself and gains +10 to its position in initiative order. In addition, the target's speed is reduced by half, it can't take reactions, and it can take either an action or a bonus action on its turn, but not both. While it is stealing time, the chronalmental's speed increases by 30 feet, and when it takes the multiattack action, it can make an additional slam attack. The targeted creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.</text>
		</action>
		<action>
			<name>Displace (Recharge 5-6)</name>
			<text>The chronalmental targets one creature it can see within 30 feet of it. The target must succeed on a DC 16 Wisdom saving throw or be magically shunted outside of time. The creature disappears for 1 minute. As an action, the displaced creature can repeat the saving throw. On a success, the target returns to its previously occupied space, or the nearest unoccupied space.</text>
		</action>
		<reaction>
			<name>Step Between Seconds (Recharge 4-6)</name>
			<text>When a creature the chronalmental can see moves within 5 feet of it, the chronalmental can shift itself to a place it occupied in the past, teleporting up to 60 feet to an unoccupied space, along with any equipment it is wearing or carrying.</text>
		</reaction>
	</monster>
	<monster>
		<name>Cikavak</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>12</ac>
		<hp>17 (7d4)</hp>
		<speed>10 ft., fly 40 ft.</speed>
		<str>4</str>
		<dex>15</dex>
		<con>10</con>
		<int>12</int>
		<wis>12</wis>
		<cha>4</cha>
		<skill>Perception +5, Stealth +9</skill>
		<resist>acid, fire, poison</resist>
		<senses></senses>
		<passive>15</passive>
		<languages> understands Common; telepathy (touch)</languages>
		<cr>1/8</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The cikavak's innate spellcasting ability is Wisdom (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: speak with animals</text>
			<text>1/day: silence</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, range 5 ft., one target. Hit: 7 (1d4 + 2) piercing damage.</text>
			<attack>Bite|4|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Clockwork Abomination</name>
		<size>L</size>
		<type>construct (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>76 (8d10+32)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>21</str>
		<dex>12</dex>
		<con>18</con>
		<int>10</int>
		<wis>10</wis>
		<cha>12</cha>
		<save>Dex +4, Con +7</save>
		<skill>Athletics +9, Perception +4, Stealth +4</skill>
		<resist>acid, cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Infernal</languages>
		<cr>5</cr>
		<trait>
			<name>Additional Legs</name>
			<text>Four legs allow the clockwork abomination to climb at a speed equal to its base speed and to ignore difficult terrain.</text>
		</trait>
		<trait>
			<name>Piston Reach</name>
			<text>The abomination's melee attacks have a deceptively long reach thanks to the pistons powering them.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork abomination is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Infernal Power Source</name>
			<text>When a clockwork abomination falls to 0 hp, its infernal battery explodes. Creatures within 10 feet of the clockwork abomination take 14 (4d6) fire damage, or half damage with a successful DC 14 Dexterity saving throw.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The clockwork abomination makes one bite attack and one slam attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) piercing damage.</text>
			<attack>Bite|9|2d8+6</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d6 + 6) bludgeoning damage.</text>
			<attack>Slam|9|2d6+6</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>The clockwork abomination's Infernal Power Source allows it to breathe fire in a 20-foot cone. Targets in this cone take 22 (4d10) fire damage, or half damage with a successful DC 14 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Clockwork Beetle</name>
		<size>T</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>15 (6d4)</hp>
		<speed>30 ft., fly 50 ft.</speed>
		<str>8</str>
		<dex>16</dex>
		<con>10</con>
		<int>4</int>
		<wis>12</wis>
		<cha>7</cha>
		<save>Dex +5</save>
		<skill>Stealth +5</skill>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> understands Common, telepathy 100 ft. (creator only)</languages>
		<cr>1/2</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork beetle is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clockwork beetle has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 5 (2d4) poison damage, or one-half poison damage with a successful DC 10 Constitution saving throw.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Clockwork Beetle Swarm</name>
		<size>L</size>
		<type>swarm of Tiny constructs,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>52 (8d10+8)</hp>
		<speed>30 ft., fly 50 ft.</speed>
		<str>8</str>
		<dex>16</dex>
		<con>12</con>
		<int>4</int>
		<wis>12</wis>
		<cha>7</cha>
		<resist>bludgeoning, piercing, and slashing</resist>
		<immune>fire, poison, psychic</immune>
		<conditionImmune> charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny construct. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +5 to hit, reach 0 ft., up to 4 creatures in the swarm's space. Hit: 17 (5d6) piercing damage plus 3 (1d6) poison damage.</text>
			<attack>Bites|5|5d6</attack>
		</action>
	</monster>
	<monster>
		<name>Clockwork Hound</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>12 (natural armor)</ac>
		<hp>71 (11d8+22)</hp>
		<speed>50 ft.</speed>
		<str>16</str>
		<dex>15</dex>
		<con>14</con>
		<int>1</int>
		<wis>10</wis>
		<cha>1</cha>
		<save>Dex +4, Con +4</save>
		<skill>Athletics +7, Perception +4</skill>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> understands Common</languages>
		<cr>2</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork hound is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clockwork hound has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Diligent Tracker</name>
			<text>Clockwork hounds are designed to guard areas and track prey. They have advantage on all Wisdom (Perception) and Wisdom (Survival) checks when tracking.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage.</text>
			<attack>Bite|5|2d10+5</attack>
		</action>
		<action>
			<name>Tripping Tongue</name>
			<text>Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 9 (1d8 + 5) slashing damage, and the target must succeed on a DC 13 Strength saving throw or be knocked prone.</text>
			<attack>Tripping Tongue|5|1d8+5</attack>
		</action>
		<action>
			<name>Explosive Core</name>
			<text>The mechanism that powers the hound explodes when the construct is destroyed. All creatures within 5 feet of the hound take 7 (2d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Clockwork Huntsman</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14</ac>
		<hp>110 (20d8+20)</hp>
		<speed>40 ft.</speed>
		<str>17</str>
		<dex>14</dex>
		<con>12</con>
		<int>4</int>
		<wis>10</wis>
		<cha>1</cha>
		<save>Str +5, Dex +4</save>
		<skill>Perception +4, Survival +4</skill>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> understands Common</languages>
		<cr>3</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork huntsman is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clockwork huntsman has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</text>
			<attack>Longsword|5|1d8+3</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.</text>
			<attack>Slam|5|1d6+3</attack>
		</action>
		<action>
			<name>Net Cannon</name>
			<text>Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the huntsman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net. The huntsman can fire up to four nets before it must be reloaded.</text>
			<attack>Net Cannon|4|</attack>
		</action>
		<action>
			<name>Explosive Core</name>
			<text>The mechanism that powers the huntsman explodes when the construct is destroyed, projecting superheated steam and shrapnel. Every creature within 5 ft. of the construct takes 10 (3d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Clockwork Myrmidon</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>153 (18d10+54)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>16</con>
		<int>10</int>
		<wis>10</wis>
		<cha>1</cha>
		<save>Str +11, Dex +5</save>
		<skill>Athletics +8, Perception +6</skill>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> understands Common</languages>
		<cr>6</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork myrmidon is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clockwork myrmidon has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The clockwork myrmidon makes two attacks: two pick attacks or two slam attacks, or one of each.</text>
		</action>
		<action>
			<name>Heavy Pick</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage.</text>
			<attack>Heavy Pick|8|2d8+5</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) bludgeoning damage.</text>
			<attack>Slam|8|1d12+5</attack>
		</action>
		<action>
			<name>Alchemical Flame Jet (Recharge 5-6)</name>
			<text>The clockwork myrmidon can spew a jet of alchemical fire in a line 20 feet long and 5 feet wide. Any creature in the path of the jet takes 26 (4d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.</text>
		</action>
		<action>
			<name>Grease Spray (Recharge 5-6)</name>
			<text>As a bonus action, the clockwork myrmidon's chest can fire a spray of alchemical grease with a range of 30 feet, covering a 10-by-10 foot square area and turning it into difficult terrain. Each creature standing in the affected area must succeed on a DC 15 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a DC 15 Dexterity saving throw or fall prone. The clockwork myrmidon can use this attack four times before its internal reservoir is emptied.</text>
		</action>
		<action>
			<name>Alchemical Fireball</name>
			<text>The clockwork myrmidon's alchemical flame reservoir explodes when the construct is destroyed, spraying nearby creatures with burning fuel. A creature within 5 feet of the myrmidon takes 19 (3d12) fire damage, or half damage with a successful DC 15 Dexterity saving throw. This explosion doesn't occur if the clockwork myrmidon has already fired its alchemical flame jet four times.</text>
		</action>
	</monster>
	<monster>
		<name>Clockwork Watchman</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>55 (10d8+10)</hp>
		<speed>30 ft.</speed>
		<str>14</str>
		<dex>12</dex>
		<con>12</con>
		<int>5</int>
		<wis>10</wis>
		<cha>1</cha>
		<save>Con +3</save>
		<skill>Athletics +4, Perception +4</skill>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The clockwork watchman is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clockwork watchman has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Halberd</name>
			<text>Melee Weapon Attack: +4 to hit, reach 10 ft., onetarget. Hit: 7 (1d10 + 2) slashing damage.</text>
			<attack>Halberd|4|1d10+2</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.</text>
			<attack>Slam|4|1d6+2</attack>
		</action>
		<action>
			<name>Net Cannon</name>
			<text>Ranged Weapon Attack: +3 to hit, range 5/15 ft., one target, size Large or smaller. Hit: the target is restrained. A mechanism within the clockwork huntsman's chest can fire a net with a 20-foot trailing cable anchored within the watchman's chest. A creature can free itself (or another creature) from the net by using its action to make a successful DC 10 Strength check or by dealing 5 slashing damage to the net at AC 10. The watchman can fire up to four nets before it must be reloaded.</text>
			<attack>Net Cannon|3|</attack>
		</action>
	</monster>
	<monster>
		<name>Weaving Spider</name>
		<size>T</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>25 (10d4)</hp>
		<speed>40 ft., climb 40 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>10</con>
		<int>9</int>
		<wis>8</wis>
		<cha>8</cha>
		<immune>poison</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> understands Common</languages>
		<cr>1</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The weaving spider is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The weaving spider has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The weaving spider makes two trimming blade attacks or two needle shuttle attacks.</text>
		</action>
		<action>
			<name>Trimming Blade</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage and possible unmaking.</text>
			<attack>Trimming Blade|5|2d6+3</attack>
		</action>
		<action>
			<name>Poisoned Needle Shuttle</name>
			<text>Ranged Weapon Attack: +5 to hit, range 30 ft., one target. Hit: 7 (1d8 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become paralyzed. The target repeats the saving throw at the end of each of its turns, ending the effect on itself with a success.</text>
			<attack>Poisoned Needle Shuttle|5|1d8+3</attack>
		</action>
		<action>
			<name>Unmaking</name>
			<text>The weaving spider's speed and its slim, sharp blade can slice cloth, leather, and paper into scraps very quickly. Whenever a weaving spider's trimming blade attack roll exceeds the target's armor class by 5 or more, the target must succeed on a DC 13 Dexterity saving throw or one of their possessions becomes unusable or damaged until repaired (DM's choice)</text>
		</action>
	</monster>
	<monster>
		<name>Clurichaun</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>22 (4d4+12)</hp>
		<speed>30 ft.</speed>
		<str>13</str>
		<dex>12</dex>
		<con>16</con>
		<int>10</int>
		<wis>8</wis>
		<cha>16</cha>
		<save>Con +5</save>
		<skill>Perception +1, Stealth +3</skill>
		<conditionImmune>frightened, poisoned</conditionImmune>
		<senses>darkvision 60ft.</senses>
		<passive>11</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>1/4</cr>
		<trait>
			<name>Clurichaun's Luck</name>
			<text>Clurichauns add both their Dexterity and Charisma modifiers to their Armor Class.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The clurichaun's innate spellcasting ability is Charisma (spell save DC 13). The clurichaun can cast the following spells, requiring only alcohol as a component.</text>
			<text>At will: friends, mending, minor illusion, purify food and drink, vicious mockery</text>
			<text>1/day each: blur, calm emotions, heroism, sleep, suggestion</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The clurichaun has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Unarmed Strike</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 2 (1 + 1) bludgeoning damage.</text>
			<attack>Unarmed Strike|3|1+1</attack>
		</action>
		<action>
			<name>Improvised Weapon</name>
			<text>Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one creature. Hit: 3 (1d4 + 1) bludgeoning, piercing, or slashing damage, depending on weapon.</text>
			<attack>Improvised Weapon|3|1d4+1</attack>
		</action>
	</monster>
	<monster>
		<name>Cobbleswarm</name>
		<size>M</size>
		<type>swarm of Tiny monstrosities,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>36 (8d8)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>11</dex>
		<con>11</con>
		<int>5</int>
		<wis>12</wis>
		<cha>5</cha>
		<resist>bludgeoning, piercing, slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, stunned</conditionImmune>
		<senses></senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>2</cr>
		<trait>
			<name>False Appearance</name>
			<text>While the swarm remains motionless, it is indistinguishable from normal stones.</text>
		</trait>
		<trait>
			<name>Shift and Tumble</name>
			<text>As a bonus action, the swarm can push a prone creature whose space it occupies 5 feet.</text>
		</trait>
		<trait>
			<name>Shifting Floor</name>
			<text>Whenever the swarm moves into a creature's space or starts its turn in another creature's space, that other creature must make a successful DC 13 Dexterity saving throw or fall prone. A prone creature must make a successful DC 13 Dexterity (Acrobatics) check to stand up in a space occupied by the swarm.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny stone. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<action>
			<name>Stings</name>
			<text>Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half its hit points or fewer.</text>
			<attack>Stings|3|4d4</attack>
		</action>
	</monster>
	<monster>
		<name>Corpse Mound</name>
		<size>H</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>207 (18d12+90)</hp>
		<speed>30 ft.</speed>
		<str>24</str>
		<dex>11</dex>
		<con>21</con>
		<int>8</int>
		<wis>10</wis>
		<cha>8</cha>
		<save>Con +9, Int +3, Wis +4</save>
		<resist>necrotic</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Understands Common but can't speak</languages>
		<cr>11</cr>
		<trait>
			<name>Absorb the Dead</name>
			<text>Whenever a Small or larger non.undead creature dies within 20 feet of the corpse mound, that creature's remains join its form and the corpse mound regains 10 hit points.</text>
		</trait>
		<trait>
			<name>Noxious Aura</name>
			<text>Creatures that are within 20 feet of the corpse mound at the end of its turn must succeed on a DC 17 Constitution saving throw or become poisoned until the end of their next turn. On a successful saving throw, the creature is immune to the Noxious Aura for 24 hours.</text>
		</trait>
		<trait>
			<name>Zombie Drop</name>
			<text>At the start of the corpse mound's turn during combat, one corpse falls from the mound onto the ground and immediately rises as a zombie under its control. Up to 10 such zombies can be active at one time. Zombies take their turns immediately after the corpse mound's turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The corpse mound makes two weapon attacks or uses envelop once.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) bludgeoning damage plus 10 (3d6) necrotic damage and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained.</text>
			<attack>Slam|11|2d10+7</attack>
		</action>
		<action>
			<name>Bone Shard</name>
			<text>Ranged Weapon Attack: +11 to hit, range 30/120 ft., one target. Hit: 14 (2d6 + 7) piercing damage and 10 (3d6) necrotic damage. When hit, the target must make a successful DC 17 Strength check or be knocked prone, pinned to the ground by the shard, and restrained. To end this restraint, the target or a creature adjacent to it must use an action to make a successful DC 17 Strength (Athletics) check to remove the shard.</text>
			<attack>Bone Shard|11|2d6+7</attack>
		</action>
		<action>
			<name>Envelop</name>
			<text>The corpse mound makes a slam attack against a restrained creature. If the attack hits, the target takes damage as normal, is pulled 5 feet into the corpse mound's space, and is enveloped, which ends any grappled or prone condition. While enveloped, the creature is blinded and restrained, it has total cover against attacks and other effects outside the corpse mound, and it takes 21 (6d6) necrotic damage at the start of each of the corpse mound's turns. An enveloped creature can escape by using its action to make a successful DC 17 Strength saving throw. If the corpse mound takes 30 or more damage on a single turn from the enveloped creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or expel the creature, which falls prone in a space within 10 feet of the corpse mound. If the corpse mound dies, an enveloped creature is no longer restrained by it and can escape by using 10 feet of movement, exiting prone. A corpse mound can envelop up to 4 creatures at once.</text>
		</action>
	</monster>
	<monster>
		<name>Dau</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>13</ac>
		<hp>49 (9d6+18)</hp>
		<speed>20 ft., fly 60 ft. (hover)</speed>
		<str>7</str>
		<dex>17</dex>
		<con>14</con>
		<int>14</int>
		<wis>17</wis>
		<cha>16</cha>
		<skill>Deception +5, Insight +5, Perception +5, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Deep Speech, Primordial, Sylvan, telepathy 60 ft.</languages>
		<cr>4</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The dau has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dau's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect thoughts</text>
			<text>3/day each: invisibility, mirror image</text>
			<text>1/day each: mirage arcana, programmed illusion, project image</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dau makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage, and the dau regains hit points equal to the necrotic damage dealt. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.</text>
			<attack>Slam|5|1d6+3</attack>
		</action>
		<action>
			<name>Tangible Illusion (1/Day)</name>
			<text>After casting an illusion spell of an object, the dau temporarily transforms that illusion into a physical, nonmagical object. The temporary object lasts 10 minutes, after which it reverts to being an illusion (or vanishes, if the duration of the original illusion expires). During that time, the illusion has all the physical properties of the object it represents, but not magical properties. The dau must touch the illusion to trigger this transformation, and the object can be no larger than 5 cubic feet.</text>
		</action>
		<reaction>
			<name>Mirror Dodge (1/Day)</name>
			<text>When the dau would be hit by an attack or affected by a spell, the dau replaces itself with an illusory duplicate and teleports to any unoccupied space within 30 feet in sight. The dau isn't affected and the illusory duplicate is destroyed.</text>
		</reaction>
	</monster>
	<monster>
		<name>Death Butterfly Swarm</name>
		<size>L</size>
		<type>swarm of tiny beasts,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>60 (11d10)</hp>
		<speed>5 ft., fly 40 ft. (hover)</speed>
		<str>1</str>
		<dex>13</dex>
		<con>10</con>
		<int>1</int>
		<wis>12</wis>
		<cha>15</cha>
		<resist>bludgeoning, piercing, slashing</resist>
		<vulnerable>cold, fire</vulnerable>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, petrified</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<cr>4</cr>
		<trait>
			<name>Potent Poison</name>
			<text>The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.</text>
		</trait>
		<trait>
			<name>Weight of Wings</name>
			<text>A creature in a space occupied by the death butterfly swarm has its speed reduced by half, and must succeed on a DC 13 Dexterity saving throw or become blinded. Both effects end when the creature doesn't share a space with the swarm at the end of the creature's turn. If a creature succeeds on the saving throw, it is immune to the swarm's blindness (but not the speed reduction) for 24 hours.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The swarm makes a Bite attack against every target in its spaces.</text>
		</action>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +3 to hit, reach 0 ft., every target in the swarm's space. Hit: 22 (6d6 +1) piercing damage, or 11 (3d6 + 1) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (3d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 13 Constitution saving throw reduces poison damage by half and prevents the poisoned condition..</text>
			<attack>Bites|3|6d6+1</attack>
		</action>
	</monster>
	<monster>
		<name>Greater Death Butterfly Swarm</name>
		<size>H</size>
		<type>swarm of tiny beasts,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>84 (13d12)</hp>
		<speed>5 ft., fly 40 ft. (hover)</speed>
		<str>1</str>
		<dex>16</dex>
		<con>10</con>
		<int>1</int>
		<wis>15</wis>
		<cha>12</cha>
		<resist>bludgeoning, piercing, and slashing</resist>
		<vulnerable>cold, fire</vulnerable>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, petrified</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<cr>6</cr>
		<trait>
			<name>Potent Poison</name>
			<text>The death butterfly swarm's poison affects corporeal undead who are otherwise immune to poison.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit point.</text>
		</trait>
		<trait>
			<name>Weight of Wings</name>
			<text>As death butterfly swarm but with DC 16 Dexterity saving throw</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The swarm makes a Bite attack against every target in its spaces.</text>
		</action>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +6 to hit, reach 0 ft., every target in the swarm's space. Hit: 24 (6d6 +3) piercing damage, or 13 (3d6 + 3) piercing damage if the swarm has half of its hit points or fewer. The target also takes 17 (5d6) poison damage and becomes poisoned for 1d4 rounds; a successful DC 15 Constitution saving throw reduces poison damage by half and prevents the poisoned condition.</text>
			<attack>Bites|6|6d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Deathwisp</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>82 (11d8+33)</hp>
		<speed>0 ft., fly 60 ft. (hover)</speed>
		<str>6</str>
		<dex>20</dex>
		<con>16</con>
		<int>18</int>
		<wis>16</wis>
		<cha>20</cha>
		<save>Dex +8, Con +6, Wis +6</save>
		<skill>Perception +6, Stealth +8</skill>
		<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> the languages it knew in life</languages>
		<cr>7</cr>
		<trait>
			<name>Flicker</name>
			<text>The deathwisp flickers in and out of sight, and ranged weapon attacks against it are made with disadvantage.</text>
		</trait>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The deathwisp can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside a solid object.</text>
		</trait>
		<trait>
			<name>Shadow Jump</name>
			<text>A deathwisp can travel between shadows as if by means of dimension door. This magical transport must begin and end in an area with at least some shadow. A shadow fey can jump up to a total of 40 feet per day; this may be a single jump of 40 feet, four jumps of 10 feet each, etc. This ability must be used in 10-foot increments.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the deathwisp has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Unnatural Aura</name>
			<text>Animals do not willingly approach within 30 feet of a deathwisp, unless a master makes a successful DC 15 Wisdom (Animal Handling) check.</text>
		</trait>
		<action>
			<name>Life Drain</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 36 (7d8 + 5) necrotic damage. The target must succeed on a DC 15 Constitution saving throw, or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
			<attack>Life Drain|8|7d8+5</attack>
		</action>
		<action>
			<name>Create Deathwisp</name>
			<text>The deathwisp targets a humanoid within 10 feet of it that died violently less than 1 minute ago. The target's spirit rises as a wraith in the space of its corpse or in the nearest unoccupied space. This wraith is under the deathwisp's control. The deathwisp can keep no more than five wraiths under its control at one time.</text>
		</action>
	</monster>
	<monster>
		<name>Deep One</name>
		<size>M</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>91 (14d8+28)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>16</str>
		<dex>12</dex>
		<con>14</con>
		<int>10</int>
		<wis>8</wis>
		<cha>12</cha>
		<save>Str +5, Con +4, Cha +3</save>
		<vulnerable>fire</vulnerable>
		<resist>cold</resist>
		<senses>darkvision 120 ft.</senses>
		<passive>9</passive>
		<languages> Common, Void Speech</languages>
		<cr>2</cr>
		<trait>
			<name>Amphibious</name>
			<text>A deep one can breathe air or water with equal ease.</text>
		</trait>
		<trait>
			<name>Frenzied Rage</name>
			<text>On its next turn after a deep one takes 10 or more damage from a single attack, it has advantage on its claws attack and adds +2 to damage.</text>
		</trait>
		<trait>
			<name>Lightless Depths</name>
			<text>A deep one is immune to the pressure effects of the deep ocean.</text>
		</trait>
		<trait>
			<name>Ocean Change</name>
			<text>A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</text>
		</action>
	</monster>
	<monster>
		<name>Deep One Hybrid Priest</name>
		<size>M</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>120 (16d8+48)</hp>
		<speed>30 ft., swim 30 ft</speed>
		<str>18</str>
		<dex>14</dex>
		<con>16</con>
		<int>12</int>
		<wis>12</wis>
		<cha>15</cha>
		<save>Con +5, Wis +3, Cha +4</save>
		<skill>Athletics +6, Deception +4, Perception +3</skill>
		<vulnerable>fire</vulnerable>
		<resist>cold</resist>
		<senses>darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> Common, Void Speech</languages>
		<cr>4</cr>
		<trait>
			<name>Amphibious</name>
			<text>A deep one priest can breathe air or water with equal ease.</text>
		</trait>
		<trait>
			<name>Frenzied Rage</name>
			<text>On its next turn after a deep one hybrid priest takes 10 or more damage from a single attack, it has advantage on its melee attacks and adds +4 to spell and claws damage.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The deep one priest's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: sacred flame, shocking grasp</text>
			<text>3/day each: inflict wounds, sanctuary, sleep</text>
			<text>1/day each: ice storm, shatter</text>
		</trait>
		<trait>
			<name>Lightless Depths</name>
			<text>A deep one hybrid priest is immune to the pressure effects of the deep ocean.</text>
		</trait>
		<trait>
			<name>Ocean Change</name>
			<text>A deep one born to a human family resembles a human child, but transforms into an adult deep one between the ages of 16 and 30.</text>
		</trait>
		<trait>
			<name>Voice of the Deeps</name>
			<text>A deep one priest may sway an audience of listeners with its rolling, droning speech, fascinating them for 5 minutes and making them dismiss or forget what they've seen recently unless they make a successful DC 13 Wisdom saving throw at the end of that period. If the saving throw succeeds, they remember whatever events the deep one sought to erase.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack. +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
		</action>
	</monster>
	<monster>
		<name>Deep One Archimandrite</name>
		<size>L</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>153 (18d10+54)</hp>
		<speed>40 ft., swim 40 ft.</speed>
		<str>20</str>
		<dex>15</dex>
		<con>17</con>
		<int>12</int>
		<wis>17</wis>
		<cha>19</cha>
		<save>Dex +5, Wis +6, Cha +7</save>
		<skill>Arcana +4, Perception +6</skill>
		<vulnerable>fire</vulnerable>
		<resist>cold, thunder</resist>
		<senses>darkvision 240 ft.</senses>
		<passive>16</passive>
		<languages> Common, Void Speech</languages>
		<cr>8</cr>
		<trait>
			<name>Amphibious</name>
			<text>A deep one can breathe air or water with equal ease.</text>
		</trait>
		<trait>
			<name>Frenzied Rage</name>
			<text>On its next turn after a deep one archimandrite takes 10 or more damage from a single attack, it has advantage on its attacks, it adds +4 to damage, and it can make one extra unholy trident attack.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The deep one archimandrite's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: bless, revivify, sacred flame, shocking grasp, suggestion</text>
			<text>3/day each: charm person, lightning bolt, sanctuary, shatter</text>
			<text>1/day each: chain lightning, cone of cold, ice storm</text>
		</trait>
		<trait>
			<name>Legendary Resistance (1/Day)</name>
			<text>If the deep one archimandrite fails a saving throw, it can count it as a success instead.</text>
		</trait>
		<trait>
			<name>Lightless Depths</name>
			<text>A deep one hybrid priest is immune to the pressure effects of the deep ocean.</text>
		</trait>
		<trait>
			<name>Voice of the Archimandrite</name>
			<text>With a ringing shout, the deep one archimandrite summons all deep ones within a mile to come to his aid. This is not a spell but a command that ocean creatures and deep ones heed willingly.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A deep one archimandrite makes one claw attack and 1 unholy trident attack.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack. +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.</text>
		</action>
		<action>
			<name>Unholy Trident</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) piercing damage plus 13 (2d12) necrotic damage.</text>
			<attack>Unholy Trident|8|2d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Apau Perape</name>
		<size>L</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>95 (10d10+40)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>21</str>
		<dex>18</dex>
		<con>19</con>
		<int>10</int>
		<wis>12</wis>
		<cha>15</cha>
		<save>Dex +7, Con +7, Wis +4</save>
		<skill>Intimidation +5, Perception +4, Stealth +7</skill>
		<vulnerable>cold</vulnerable>
		<resist>fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>frightened, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>14</passive>
		<languages> Ape, Infernal, telepathy 120 ft.</languages>
		<cr>6</cr>
		<trait>
			<name>Diseased Ichor</name>
			<text>Every time the apau perape takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 15 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The apau perape is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The apau perape can innately cast the following spells, requiring no material components:</text>
			<text>1/day each: fear, wall of fire</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The apau perape has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The apau perape makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.</text>
			<attack>Bite|8|2d6+5</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.</text>
			<attack>Claws|8|2d8+5</attack>
		</action>
		<action>
			<name>Variant: Demon Summoning</name>
			<text>Some apau perapes have an action option that allows them to summon other demons.</text>
			<text>Summon Demon (1/Day): The apau perape chooses what to summon and attempts a magical summoning</text>
			<text>The apau perape has a 50 percent chance of summoning one apau perape or one giant ape.</text>
		</action>
	</monster>
	<monster>
		<name>Berstuc</name>
		<size>L</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>157 (15d10+75)</hp>
		<speed>40 ft., burrow 20 ft.</speed>
		<str>22</str>
		<dex>10</dex>
		<con>20</con>
		<int>12</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Str +10, Wis +6, Cha +8</save>
		<skill>Deception +8, Nature +10, Stealth +4, Survival +6</skill>
		<resist>acid, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>lightning, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>12</passive>
		<languages> Abyssal, Common, Sylvan; telepathy 120 ft.</languages>
		<cr>11</cr>
        <trait>
            <name>Stealth Improvement</name>
            <text>Stealth +8 in forest terrain</text>
        </trait>
		<trait>
			<name>False Presence</name>
			<text>The berstuc counts as a fey for purposes of spells and magical effects that detect otherworldly creatures. Beasts and plants are comfortable around the berstuc and will not attack it unless ordered to or provoked.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The berstuc has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Twisted Path</name>
			<text>The berstuc leaves no path through natural terrain and can't be tracked with skill checks or other natural means. Creatures that travel with it can't retrace their own trails, and they become hopelessly lost after 1 hour of travel. Creatures led astray by a berstuc have disadvantage on attempts to discern their location or to navigate for 24 hours.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The berstuc makes three slam attacks and Absorbs once.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage and the target is grappled (escape DC 16).</text>
			<attack>Slam|10|2d8+5</attack>
		</action>
		<action>
			<name>Absorb</name>
			<text>The berstuc draws a Medium or smaller creature it has grappled into its body. An absorbed creature is no longer grappled but is blinded and restrained, has total cover from attacks and other effects from outside the berstuc, and takes 14 (2d8 + 5) piercing damage plus 27 (5d10) poison damage at the start of each of the berstuc's turns. The berstuc can hold one absorbed creature at a time. If the berstuc takes 20 damage or more on a single turn from a creature inside it, the berstuc must succeed on a DC 17 Constitution saving throw or expel the absorbed creature, which falls prone within 5 feet of the berstuc. If the berstuc dies, an absorbed creature is no longer restrained and can escape from the corpse by using 5 feet of movement, exiting prone.</text>
		</action>
	</monster>
	<monster>
		<name>Kishi Demon</name>
		<size>M</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor, shield)</ac>
		<hp>119 (14d8+56)</hp>
		<speed>50 ft.</speed>
		<str>19</str>
		<dex>20</dex>
		<con>19</con>
		<int>15</int>
		<wis>11</wis>
		<cha>22</cha>
		<save>Dex +8, Con +7, Wis +3</save>
		<skill>Deception +9, Perception +3, Performance +9</skill>
		<resist>cold, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> Celestial, Common, Draconic, Infernal, telepathy</languages>
		<cr>8</cr>
		<trait>
			<name>Two Heads</name>
			<text>The demon has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The demon's spellcasting ability is Charisma (spell save DC 17). The demon can innately cast the following spells, requiring no material components: At will: detect evil and good, detect magic, suggestion</text>
			<text>3/day: glibness</text>
			<text>1/day: dominate person</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The demon has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Trophy Shield</name>
			<text>If the kishi demon killed an opponent this turn, as a bonus action, it takes part of the slain creature's essence along with a grisly trophy and mounts it upon its shield. For 24 hours, the Armor Class of the kishi demon becomes 20, and creatures of the same race as the slain creature have disadvantage on attack rolls against the kishi demon.</text>
		</trait>
		<trait>
			<name>Variant: Demon Summoning</name>
			<text>Some kishi demons have an action option that allows them to summon other demons.</text>
			<text>Summon Demon (1/Day): The kishi demon has a 35 percent chance of summoning one kishi demon</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The demon makes one bite attack and three spear attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.</text>
			<attack>Bite|8|2d6+5</attack>
		</action>
		<action>
			<name>Spear</name>
			<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
			<attack>Spear|7|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Malakbel</name>
		<size>M</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>102 (12d8+48)</hp>
		<speed>40 ft.</speed>
		<str>14</str>
		<dex>17</dex>
		<con>19</con>
		<int>13</int>
		<wis>16</wis>
		<cha>20</cha>
		<save>Dex +7, Wis +7</save>
		<skill>Perception +7</skill>
		<resist>cold, lightning; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>fire, radiant, poison</immune>
		<conditionImmune>blinded, poisoned</conditionImmune>
		<senses>truesight 30 ft.</senses>
		<passive>17</passive>
		<languages> Abyssal, telepathy 120 ft.</languages>
		<cr>9</cr>
		<trait>
			<name>Blistering Radiance</name>
			<text>The malakbel generates a 30-foot-radius aura of searing light and heat. A creature that starts its turn in the aura, or who enters it for the first time on a turn, takes 11 (2d10) radiant damage. The area in the aura is brightly lit, and it sheds dim light for another 30 feet. The aura dispels magical darkness of 3rd level or lower where the areas overlap.</text>
		</trait>
		<trait>
			<name>Distortion</name>
			<text>Ranged attacks against the malakbel have disadvantage.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The malakbel has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The malakbel makes two scorching blast attacks.</text>
		</action>
		<action>
			<name>Scorching Blast</name>
			<text>Ranged Spell Attack: +9 to hit, range 120 ft., one target. Hit: 18 (3d8 + 5) fire damage.</text>
			<attack>Scorching Blast|9|3d8+5</attack>
		</action>
		<action>
			<name>Searing Flare (Recharge 5-6)</name>
			<text>The malakbel intensifies its Blistering Radiance to withering levels. All creatures in the malakbel's aura take 31 (7d8) radiant damage and gain a level of exhaustion; a successful DC 16 Constitution saving throw reduces damage by half and negates exhaustion.</text>
		</action>
		<action>
			<name>Teleport</name>
			<text>The malakbel magically teleports to an unoccupied space it can see within 100 feet.</text>
		</action>
	</monster>
	<monster>
		<name>Psoglav Demon</name>
		<size>L</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>115 (11d10+55)</hp>
		<speed>40 ft., fly 60 ft.</speed>
		<str>21</str>
		<dex>23</dex>
		<con>20</con>
		<int>16</int>
		<wis>19</wis>
		<cha>18</cha>
		<save>Dex +9, Con +8, Wis +7, Cha +7</save>
		<skill>Acrobatics +9, Perception +6, Intimidation +7, Stealth +9</skill>
		<resist>cold, lightning</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 30 ft., darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Infernal; telepathy 60 ft.</languages>
		<cr>7</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The psoglav's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spell, requiring no material components:</text>
			<text>1/day: greater invisibility</text>
		</trait>
		<trait>
			<name>Magic Weapon</name>
			<text>The psoglav's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Shadow Door (4/Day)</name>
			<text>The psoglav has the ability to travel between shadows as if by means of a dimension door spell. The magical transport must begin and end in an area with at least some dim light. The shadow door can span a maximum of 90 feet.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The psoglav demon makes three bite attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5).</text>
			<attack>Bite|8|2d12+5</attack>
		</action>
		<action>
			<name>Shadow Stealing Ray (Recharge 5-6)</name>
			<text>The psoglav emits a beam from its single eye. One target within 60 feet of the psoglav is hit automatically by the ray. The target is knocked 20 feet back and must succeed on a DC 15 Dexterity saving throw or be knocked prone. The target's shadow stays in the space the target was originally in, and acts as an undead shadow under the command of the psoglav demon. If the creature hit with the shadow stealing ray flees the encounter, it is without a natural shadow for 1d12 days before the undead shadow fades and the creature's natural shadow returns. The undead shadow steals the body of its creature of origin if that creature is killed during the encounter; in that case, the creature's alignment shifts to evil and it falls under the command of the psoglav. The original creature regains its natural shadow immediately if the undead shadow is slain. A creature can only have its shadow stolen by the shadow stealing ray once per day, even if hit by the rays of two different psoglav demons, but it can be knocked back by it every time it is hit.</text>
		</action>
	</monster>
	<monster>
		<name>Rubezahl</name>
		<size>M</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>110 (17d8+34)</hp>
		<speed>50 ft.</speed>
		<str>20</str>
		<dex>15</dex>
		<con>14</con>
		<int>11</int>
		<wis>12</wis>
		<cha>18</cha>
		<save>Dex +6, Con +6, Wis +5</save>
		<skill>Deception +8, Perception +5, Survival +5</skill>
		<resist>cold, fire; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>lightning, thunder, poison</immune>
		<conditionImmune>poisoned, stunned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Abyssal, Common, telepathy 120 ft.</languages>
		<cr>10</cr>
		<trait>
			<name>Counting Compulsion</name>
			<text>If a creature uses an action to point out an ordered group of objects to the rubezahl, the demon is compelled to count the entire group. Until the end of its next turn, the rubezahl has disadvantage on attack rolls and ability checks and it can't take reactions. Once it has counted a given group of objects, it can't be compelled to count those objects ever again.</text>
		</trait>
		<trait>
			<name>False Tongue</name>
			<text>The rubezahl has advantage on Charisma (Deception) checks, and magical attempts to discern lies always report that the rubezahl's words are true.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The rubezahl's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: disguise self (humanoid forms only), fog cloud</text>
			<text>3/day each: call lightning, gust of wind, lightning bolt</text>
			<text>1/day: control weather</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/turn)</name>
			<text>The rubezahl does an extra 10 (3d6) damage if it hits a target with a weapon attack when it had advantage on the attack roll, or if the target is within 5 feet of an ally of the rubezahl that isn't incapacitated and the rubezahl doesn't have disadvantage on the attack roll.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The rubezahl makes one gore attack and two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.</text>
			<attack>Claw|9|3d6+5</attack>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a target creature must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
			<attack>Gore|9|3d8+5</attack>
		</action>
		<action>
			<name>Thunderstrike (Recharge 5-6)</name>
			<text>The rubezahl calls a sizzling bolt of lightning out of the sky, or from the air if underground or indoors, to strike a point the rubezahl can see within 150 feet. All creatures within 20 feet of the target point take 36 (8d8) lightning damage, or half damage with a successful DC 16 Dexterity saving throw. A creature that fails its saving throw is stunned until the start of the rubezahl's next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Akyishigal, Demon Lord Of Cockroaches</name>
		<size>L</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>138 (12d10+72)</hp>
		<speed>40 ft., burrow 20 ft., climb 40 ft., fly 40 ft.</speed>
		<str>21</str>
		<dex>17</dex>
		<con>22</con>
		<int>19</int>
		<wis>14</wis>
		<cha>24</cha>
		<save>Str +9, Dex +7, Con +10, Wis +6, Cha +11</save>
		<skill>Acrobatics +11, Athletics +9, Perception +6, Stealth +11</skill>
		<resist>acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>cold, lightning, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft., truesight 60 ft.</senses>
		<passive>16</passive>
		<languages> Abyssal, Common, Draconic, Elvish, Infernal; telepathy 60 ft.</languages>
		<cr>12</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Akyishigal's innate spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect evil and good, magic circle, teleport</text>
			<text>3/day: dispel magic, insect plague (6th level), shapechange (vermin only)</text>
			<text>1/day: contagion (always filth fever)</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Akyishigal has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Summon Demon (1/Day)</name>
			<text>Akyishigal can summon a chasme demon. The chasme appears in an unoccupied space within 60 feet of Akyishigal, acts as an ally of Akyishigal, and can't summon other demons. It remains for 1 minute, until it or its summoner dies, or until its summoner dismisses it as an action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Akyishigal makes four claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) slashing damage.</text>
			<attack>Claw|9|2d10+5</attack>
		</action>
		<action>
			<name>Cloak of Swarms (Recharge 5-6)</name>
			<text>Akyishigal can emit a cloud of flying, stinging insects from his mouth, his eyes, and the tears in his skin. This cloud surrounds him to a depth of 5 feet. When the cloak is active, all attacks against him are made with disadvantage, and Akyishigal can see in all directions (through the insects' eyes). Any living creature that starts its turn within 5 feet of Akyishigal takes 11 (2d10) piercing damage plus 10 (3d6) poison damage, or half as much poison damage with a successful DC 17 Constitution saving throw. If the saving throw fails, the character is also poisoned for 1 hour. The swarm lasts for 5 rounds; it dissipates instantly if Akyishigal takes 30 or more damage from a nonweapon attack that he doesn't have resistance to. While poisoned by the Cloak of Swarms, a character emits a stench of decomposition. All uncontrolled vermin attack that character on sight and in preference to other targets.</text>
		</action>
		<legendary>
			<name>Akyishigal can take 2 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Akyishigal regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Teleport</name>
			<text>Akyishigal may teleport within line of sight.</text>
		</legendary>
		<legendary>
			<name>Skitter</name>
			<text>Akyishigal combines an attack with a move up to 20 feet as if using a withdraw action, and is not subject to attacks of opportunity.</text>
		</legendary>
		<legendary>
			<name>Spellcasting (Costs 2 Actions)</name>
			<text>Akyishigal casts insect plague from its innate spellcasting ability.</text>
		</legendary>
	</monster>
	<monster>
		<name>Spawn Of Akyishigal</name>
		<size>M</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>119 (14d8+56)</hp>
		<speed>30 ft., climb 15 ft.</speed>
		<str>15</str>
		<dex>13</dex>
		<con>19</con>
		<int>10</int>
		<wis>11</wis>
		<cha>12</cha>
		<save>Dex +4</save>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Infernal, Spawn of Akyishigal</languages>
		<cr>5</cr>
		<trait>
			<name>Command Vermin</name>
			<text>Spawn of Akyishigal can command tiny beasts of Intelligence 2 or less within 30 feet that aren't under any magical control. The vermin obey the spawn's commands to the best of their ability, heedless of their own safety.</text>
		</trait>
		<trait>
			<name>Swarming Cough (recharge 5-6)</name>
			<text>The spawn can belch forth a swarm of insects. The swarm is completely under the spawn's control. It remains for 1 minute or until destroyed.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The spawn makes one bite attack and two sting attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) piercing damage.</text>
			<attack>Bite|5|1d10+2</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage plus 5 (1d10) poison damage, and the target must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 rounds.</text>
			<attack>Sting|5|2d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Alquam, Demon Lord Of Night</name>
		<size>H</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>20 (natural armor)</ac>
		<hp>350 (28d12+168)</hp>
		<speed>20 ft., fly 100 ft.</speed>
		<str>14</str>
		<dex>19</dex>
		<con>23</con>
		<int>16</int>
		<wis>20</wis>
		<cha>16</cha>
		<save>Dex +11, Con +13, Wis +12</save>
		<skill>Deception +10, Perception +12, Stealth +11</skill>
		<resist>fire, lightning</resist>
		<immune>cold, poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>22</passive>
		<languages> all, telepathy 120 ft.</languages>
		<cr>21</cr>
		<trait>
			<name>Born of Darkness</name>
			<text>Alquam can take the Hide action as a bonus action on each turn while it is in dim light or darkness, even if it is being observed.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Alquam's innate spellcasting ability is Charisma (save DC 18). It can innately cast the following spells without material components.</text>
			<text>At will: darkness, silence</text>
			<text>3/day each: fear, invisibility, teleport</text>
			<text>1/day: circle of death</text>
		</trait>
		<trait>
			<name>Keen Senses</name>
			<text>Alquam has advantage on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If Alquam fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Alquam has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Alquam's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Alquam's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Alquam takes a lair action to cause one of the following effects; Alquam can’t use the same effect two rounds in a row:</text>
			<text>- Alquam snuffs all light sources within the lair. Spells that create light are dispelled, mundane light sources are extinguished, and magical light sources are suppressed. Even light created by artifacts is reduced to dim light with half its normal radius of illumination. This lasts until initiative count 20 on the following round.</text>
			<text>- Haunting, maddening music emanates from a point Alquam can see. Creatures within 50 feet of the origin that can hear the music must make a DC 15 Wisdom saving throw. Those that fail are charmed, incapacitated, and have their speed reduced to 0 until they take damage or until initiative count 20 on the following round.</text>
			<text>- Black tendrils writhe around up to three creatures Alquam can see within 100 feet. The creatures must succeed on a DC 15 Strength saving throw or be restrained until initiative count 20 on the following round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Alquam’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:</text>
			<text>- Within 1 mile of the lair all light sources except artifacts shed light to only half the usual radius.</text>
			<text>- Owls and other nocturnal beasts become enraged and hostile within 5 miles of the lair, attacking intruders individually and in swarms.</text>
			<text>- Within 1 mile of the lair, Alquam can cast his senses into any area of dim light or darkness as if using clairvoyance.</text>
			<text>If Alquam dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Alquam makes one bite attack, one wing attack, and one talons attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 26 (4d10 + 4) piercing damage.</text>
			<attack>Bite|11|4d10+4</attack>
		</action>
		<action>
			<name>Wing</name>
			<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 17 (3d8 + 4) bludgeoning damage and the target must succeed on a DC 17 Strength saving throw or be knocked prone.</text>
			<attack>Wing|11|3d8+4</attack>
		</action>
		<action>
			<name>Talons</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 14 (3d6 + 4) slashing damage and the target is grappled and restrained (escape DC 17). Alquam can grapple one creature at a time if it is on the ground or two if it is flying. Talons grappling a creature can't attack any other creature.</text>
			<attack>Talons|11|3d6+4</attack>
		</action>
		<legendary>
			<name>Alquam can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Alquam regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>Alquam makes one attack.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>Alquam flies half its speed without provoking opportunity attacks.</text>
		</legendary>
		<legendary>
			<name>Shroud (2 actions)</name>
			<text>Alquam radiates magical darkness in a 30.foot radius. The darkness lasts until the start of Alquam's next turn.</text>
		</legendary>
	</monster>
	<monster>
		<name>Camazotz, Demon Lord Of Bats And Fire</name>
		<size>L</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>537 (43d10+301)</hp>
		<speed>30 ft., climb 30 ft., fly 80 ft.</speed>
		<str>30</str>
		<dex>22</dex>
		<con>25</con>
		<int>12</int>
		<wis>22</wis>
		<cha>25</cha>
		<save>Dex +13, Con +14, Wis +13, Cha +14</save>
		<skill>Acrobatics +13, Athletics +17, Deception +14, Insight +13, Intimidation +14, Perception +13</skill>
		<resist>acid, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>fire, poison, thunder</immune>
		<vulnerable>cold</vulnerable>
		<conditionImmune>charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned</conditionImmune>
		<senses>blindsight 120 ft., darkvision 40 ft.</senses>
		<passive>23</passive>
		<languages> Common, Darakhul, Derro, Draconic, Dwarvish, Infernal, Nurian, Primordial, Void Speech; telepathy 300 ft.</languages>
		<cr>22</cr>
		<trait>
			<name>Shapechanger</name>
			<text>Camazotz can use his action to polymorph into a form that resembles a giant bat covered in smoldering ashes, or back into his true, winged humanoid form. His statistics are the same in each form. Any equipment he is wearing or carrying isn't transformed. Either form turns into a pile of greasy ash if destroyed.</text>
		</trait>
		<trait>
			<name>Echolocation</name>
			<text>Camazotz can't use his blindsight while deafened.</text>
		</trait>
		<trait>
			<name>Keen Hearing</name>
			<text>Camazotz has advantage on Wisdom (Perception) checks that rely on hearing.</text>
		</trait>
		<trait>
			<name>Gift of Vampirism</name>
			<text>Camazotz may choose to raise those slain through Strength loss as vampires. They rise after 1d4 days, permanently dominated by Camazotz until such time as he sees fit to grant them free will. Camazotz may have no more than ten enslaved vampires at any given time.</text>
		</trait>
		<trait>
			<name>Heat Mantle</name>
			<text>Camazotz is infused with the heart of volcanoes. A creature who strikes Camazotz with a nonreach weapon or with an unarmed strike takes 7 (2d6) fire damage automatically.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Camazotz' innate spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
			<text>At will: darkness, detect evil and good, dispel magic, plane shift, shapechange, telekinesis, teleport</text>
			<text>3/day each: banishment, haste, symbol</text>
			<text>1/day: earthquake</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Camazotz has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Summon Bats (1/Day)</name>
			<text>Camazotz can summon 4d6 giant bats or 2d6 swarms of bats. The bats appear immediately and serve the demon for up to 1 hour.</text>
		</trait>
		<trait>
			<name>Summon Demons (1/Day)</name>
			<text>Camazotz can summon 2d4 barlgura of a variety native to his cavernous realm: squat and blubbery creatures with clawed batwings for arms and a fly speed of 40 ft.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Camazotz makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 38 (8d6 + 10) piercing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.</text>
			<attack>Bite|17|8d6+10</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 31 (6d6 + 10) slashing damage plus 7 (2d6) fire damage, and the target must make a successful DC 22 Constitution saving throw or have its Strength score reduced by 1d4. A creature reduced to 0 Strength dies.</text>
			<attack>Claw|17|6d6+10</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>Camazotz can breathe a 30-foot cone of unholy fire. Any creature caught in the area takes 55 (10d10) damage, half of which is fire, the other half is necrotic, or half as much damage with a successful DC 22 Dexterity saving throw.</text>
		</action>
		<legendary>
			<name>Camazotz can take 2 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Camazotz regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>Camazotz makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>Camazotz beats his wings, extinguishing mundane and magical light sources alike. Each creature within 10 feet must succeed on a DC 21 Dexterity saving throw or take 14 (4d6) fire damage. Camazotz can then fly up to half his flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Skin Bat</name>
		<size>S</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>14 (4d6)</hp>
		<speed>10 ft., fly 40 ft.</speed>
		<str>12</str>
		<dex>16</dex>
		<con>10</con>
		<int>2</int>
		<wis>13</wis>
		<cha>6</cha>
		<skill>Perception +3</skill>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<cr>1/2</cr>
		<trait>
			<name>Summon Bat Swarm</name>
			<text>The high-frequency cries of a skin bat attract nearby mundane bats. When a skin bat faces danger, 0-3 (1d4-1) swarms of bats arrive within 1d6 rounds. These swarms are not under the skin bat's command, but they tend to reflexively attack whatever the skin bat is fighting.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage and the target must make a successful DC 10 Constitution saving throw or be paralyzed for 1d4 rounds. In addition, the skin bat attaches itself to the target. The skin bat can't bite a different creature while it's attached, and its bite attack automatically hits a creature the skin bat is attached to. Removing a skin bat requires a successful DC 11 Strength check and inflicts 5 (1d4 + 3) slashing damage to the creature the bat is being removed from. A successful save renders the target immune to skin bat poison for 24 hours.</text>
			<attack>Bite|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Mechuiti, Demon Lord Of Apes</name>
		<size>G</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>370 (20d20+160)</hp>
		<speed>60 ft., climb 60 ft.</speed>
		<str>29</str>
		<dex>19</dex>
		<con>27</con>
		<int>18</int>
		<wis>18</wis>
		<cha>22</cha>
		<save>Str +17, Dex +12, Wis +12</save>
		<skill>Arcana +12, Insight +12, Intimidation +14, Perception +12, Religion +12</skill>
		<vulnerable>cold</vulnerable>
		<immune>acid, fire, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, frightened, poisoned, stunned</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>22</passive>
		<languages> Celestial, Common, Draconic, Infernal, Primordial, telepathy 300 ft.</languages>
		<cr>27</cr>
		<trait>
			<name>Legendary Resistance (4/Day)</name>
			<text>If Mechuiti fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Mechuiti has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Mechuiti's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Diseased Ichor</name>
			<text>Every time Mechuiti takes piercing or slashing damage, a spray of caustic blood spurts from the wound toward the attacker. This spray forms a line 10 feet long and 5 feet wide. The first creature in the line must make a successful DC 24 Constitution saving throw against disease or be infected by Mechuiti's Ichor disease. The creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must make a successful DC 24 Constitution saving throw or reduce its hit point maximum by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target's hit point maximum lasts until the disease is cured.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Mechuiti's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Mechuiti can innately cast the following spells, requiring no material components:</text>
			<text>At will: dispel magic, fireball, hold monster, wall of fire</text>
			<text>3/day each: fire storm, power word stun</text>
			<text>1/day each: meteor swarm, power word kill</text>
		</trait>
		<trait>
			<name>Speak with Apes</name>
			<text>Mechuiti can communicate simple concepts to apes.</text>
		</trait>
		<trait>
			<name>Mechuiti's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Mechuiti takes a lair action to cause one of the following effects. Mechuiti can’t use the same effect two rounds in a row.</text>
			<text>- Mechuiti targets one creature it can see within 120 feet of it, and a fissure full of lava opens under the target’s feet. The target must succeed on a DC 20 Dexterity saving throw or take 28 (8d6) fire damage.</text>
			<text>- The whole volcano trembles and shakes. Each creature on a solid surface other than a demon must succeed on a DC 20 Dexterity saving throw or be knocked prone. All ground in the volcano becomes difficult terrain for creatures other than a demon until initiative count 20 on the next round.</text>
			<text>- Volcanic gases form a cloud in a 20-foot-radius sphere centered on a point Mechuiti can see within 120 feet of it. The sphere spreads around corners, and its area is lightly obscured. It lasts until initiative count 20 on the next round. Each creature that starts its turn in the cloud must succeed on a DC 15 Constitution saving throw or be poisoned until the end of its next turn. While poisoned in this way, a creature is incapacitated.</text>
			<text>- The pain of all creatures other than demons within 120 feet of Mechuiti is intensified. Until initiative count 20 on the next round, every time a creature affected this way takes damage, he must succeed on a DC 15 Constitution saving throw or be stunned until the end of its next turn.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Mechuiti’s lair is warped by its presence, which creates one or more of the following effects.</text>
			<text>- Mechuiti can make the volcano erupt at will. A cloud of hot ashes and smoke covers a 6 mile area around the volcano, and magma flows from the volcano’s cone.</text>
			<text>- When intelligent creatures within 6 miles sleep, they dream with Mechuiti. Unless they make a successful DC 15 Wisdom saving throw, they are compelled to seek out and join Mechuiti’s cult.</text>
			<text>- Water within 1 mile of the lair carries Mechuiti’s Ichor disease. Any creature that drinks the water must make a successful DC 15 Constitution saving throw against disease or be infected. An infected creature is poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw. On a failure, its hit point maximum is reduced by 5 (2d4). The disease is cured on a success. The target dies if the disease reduces its hit point maximum to 0. This reduction to the target’s hit point maximum lasts until the disease is cured.</text>
			<text>When Mechuiti dies, all these regional effects fade immediately.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Mechuiti uses its Frightful Presence and makes one bite attack and two with claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +17 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 5 (1d10) fire damage.</text>
			<attack>Bite|17|2d10+9</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +17 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) slashing damage. If Mechuiti scores a critical hit, it rolls damage dice three times instead of twice.</text>
			<attack>Claw|17|2d10+9</attack>
		</action>
		<action>
			<name>Immolating Breath (Recharge 5-6)</name>
			<text>Mechuiti exhales fire and acid in a 60-foot cone. Each creature in that cone takes 21 (6d6) fire damage plus 21 (6d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw.</text>
		</action>
		<action>
			<name>Immolating Corona</name>
			<text>Mechuiti's fiery crown explodes into a burst of yellow-green flames. All creatures within 30 feet of Mechuiti take 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Dexterity saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within 5 feet.</text>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of Mechuiti's choice that is within 120 feet of Mechuiti and aware of it must succeed on a DC 24 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to Mechuiti's Frightful Presence for the next 24 hours.</text>
		</action>
		<legendary>
			<name>Mechuiti can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Mechuiti regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>Mechuiti moves up to half its speed, using any move it wishes.</text>
		</legendary>
		<legendary>
			<name>Burn from Inside</name>
			<text>Mechuiti targets a creature within 120 feet that has Mechuiti's Ichor disease. The creature takes 10 (3d6) fire damage plus 10 (3d6) acid damage, or half damage with a successful DC 24 Constitution saving throw. If the saving throw fails, the creature also catches fire and takes 3 (1d6) fire damage at the start of each of its turns while on fire. A creature can use an action to extinguish a fire on itself or on another creature within reach.</text>
		</legendary>
		<legendary>
			<name>Spell (Costs 2 Actions)</name>
			<text>Mechuiti casts a spell.</text>
		</legendary>
		<legendary>
			<name>Fiery Corona (Costs 2 Actions)</name>
			<text>Mechuiti uses Immolating Corona.</text>
		</legendary>
	</monster>
	<monster>
		<name>Qorgeth, Demon Lord Of The Devouring Worm</name>
		<size>G</size>
		<type>fiend (demon),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>21 (natural armor)</ac>
		<hp>370 (20d20+160)</hp>
		<speed>50 ft., burrow 50 ft., climb 30 ft.</speed>
		<str>29</str>
		<dex>6</dex>
		<con>26</con>
		<int>9</int>
		<wis>19</wis>
		<cha>18</cha>
		<save>Dex +5, Con +15, Wis +11, Cha +11</save>
		<skill>Perception +11</skill>
		<resist>cold, fire, lightning</resist>
		<immune>poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>blinded, charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>blindsight 120 ft., tremorsense 120 ft.</senses>
		<passive>21</passive>
		<languages> all, telepathy 120 ft.</languages>
		<cr>23</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Qorgeth's innate spellcasting ability is Charisma (spell save DC 19). It can innately cast the following spells, requiring no material or somatic components.</text>
			<text>At will: detect magic, black tentacles</text>
			<text>3/day each: dispel magic, fear, insect plague (biting worms)</text>
			<text>1/day each: earthquake, teleport</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If Qorgeth fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Tunneler</name>
			<text>Qorgeth can burrow through solid stone at its full speed. It leaves a 15-foot-diameter tunnel in its wake.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Qorgeth has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Qorgeth's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Qorgeth's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Qorgeth takes a lair action to cause one of the following effects; Qorgeth can’t use the same effect two rounds in a row:</text>
			<text>- Until initiative count 20 on the following round, Qorgeth twists space through the tunnels of its lair. Any creature other than a demon that tries to move must succeed on a DC 15 Charisma saving throw or move half its speed in a random direction before getting its bearings; it can then finish moving as it wants.</text>
			<text>- A section of ceiling in the lair collapses, raining debris onto a 20-foot-radius area. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) bludgeoning damage and be restrained until the end of its next turn.</text>
			<text>- Thick tangles of demonic worms erupt in the space of up to three creatures Qorgeth can see within 60 feet. Each targeted creature is attacked once by the worms (Melee Weapon Attack: +7 to hit, reach 0 ft., one target; Hit: 14 (4d6) piercing).</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Qorgeth’s lair is warped by the demon lord’s magic, which creates one or more of the following effects:</text>
			<text>- Tunnels within 5 miles of the lair attract all manner of worms and vermin, including purple worms. These creatures are ravenous and violent.</text>
			<text>- Within 1 mile of the lair, food rots and spontaneously erupts with maggots. One day worth of food carried by creatures spoils every 24 hours it remains in the area. It is impossible to forage for food in this area.</text>
			<text>- Dead bodies within 1 mile of the lair decay quickly. Any corpse is reduced to bones in 24 hours. Magic that prevents decay staves off this decomposition normally. Anointing the body with holy water prevents decomposition for one day but no longer.</text>
			<text>If Qorgeth dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Qorgeth makes one bite attack, two crush attacks, and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 22 (2d12 + 9) piercing damage. A target creature of Large size or smaller must succeed on a DC 24 Dexterity saving throw or be swallowed by Qorgeth. A swallowed creature is blinded and restrained, and takes 16 (3d10) necrotic damage at the start of each of Qorgeth's turns. Qorgeth can have any number of creatures swallowed at one time. If Qorgeth takes 50 damage or more in a single turn from a creature it has swallowed, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, who land prone within 10 feet of Qorgeth. If Qorgeth dies, a swallowed creature is no longer restrained, and can escape the corpse by spending 30 feet of movement, exiting prone.</text>
			<attack>Bite|16|2d12+9</attack>
		</action>
		<action>
			<name>Crush</name>
			<text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage. A target creature is also grappled and restrained (escape DC 19) until Qorgeth moves. Qorgeth can grapple up to two creatures at once; at least one of Qorgeth's crush attacks must be directed against each creature it has grappled.</text>
			<attack>Crush|16|2d10+9</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 23 (4d6 + 9) piercing damage, and the target takes 33 (6d10) poison damage and is poisoned for 1 hour; a successful DC 23 Constitution saving throw reduces poison damage by half and negates the poisoned condition. A creature that fails the save by 10 or more is also paralyzed for as long as the poisoned condition lasts.</text>
			<attack>Stinger|16|4d6+9</attack>
		</action>
		<legendary>
			<name>Qorgeth can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Qorgeth regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Shriek</name>
			<text>All creatures within a 60-foot cone that can hear Qorgeth must succeed on a DC 19 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</legendary>
		<legendary>
			<name>Death Roll (2 actions)</name>
			<text>Qorgeth moves half its speed and makes one Crush attack. Any structures or objects in spaces Qorgeth moves through take double Crush damage automatically.</text>
		</legendary>
		<legendary>
			<name>Devour (3 actions)</name>
			<text>Qorgeth makes one bite attack.</text>
		</legendary>
	</monster>
	<monster>
		<name>Derro Fetal Savant</name>
		<size>T</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (cage)</ac>
		<hp>2 (4d4-8)</hp>
		<speed>5 ft. (0 in cage)</speed>
		<str>1</str>
		<dex>1</dex>
		<con>6</con>
		<int>6</int>
		<wis>12</wis>
		<cha>20</cha>
		<save>Wis +3, Cha +7</save>
		<skill>Perception +3</skill>
		<immune>psychic</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Enchanted Cage</name>
			<text>The iron cage that holds the fetal savant provides cover for the creature. The cage (AC 19, 10 hp) is considered an equipped object when borne by a derro and cannot be attacked directly. In addition, the cage protects the occupant from up to 20 spell levels of spells 4th level or lower but provides no protection to those outside of the cage. Spells of level 5 or higher take full, normal effect against the cage and its occupant. Once the cage protects against 20 or more spell levels it is rendered non-magical. If exposed to direct sunlight for over one hour of cumulative time it is destroyed.</text>
		</trait>
		<trait>
			<name>Madness</name>
			<text>A derro fetal savant's particular madness grants it immunity to psychic effects. It cannot be restored to sanity by any means short of a wish spell or comparable magic. A derro fetal savant brought to sanity gains 4 points of Wisdom and loses 6 points of Charisma.</text>
		</trait>
		<trait>
			<name>Vulnerability to Sunlight</name>
			<text>A derro fetal savant takes 1 point of Constitution damage for every hour it is exposed to sunlight, and it dies if its Constitution score reaches 0. Lost Constitution points are recovered at the rate of 1/day spent underground or otherwise sheltered from the sun.</text>
		</trait>
		<action>
			<name>Babble</name>
			<text>The sight of potential host bodies so excites the fetal savant that it babbles and giggles madly and childishly, creating an insanity effect. All sane creatures that start their turns within 60 feet of the fetal savant must succeed on a DC 13 Charisma saving throw or be affected by confusion (as the spell) for 1d4 rounds. This is a psychic effect. Creatures that successfully save cannot be affected by the same fetal savant's babbling for 24 hours. This action cannot be taken when the fetal savant is using Soul Exchange.</text>
		</action>
		<action>
			<name>Soul Exchange</name>
			<text>As an action, the fetal savant can attempt to take control of a creature it can see within 90 feet, forcing an exchange of souls as a magic jar spell, using its own body as the container. The fetal savant can use this power at will, but it can exchange souls with only one other creature at a time. The victim resists the attack with a successful DC 13 Charisma saving throw. A creature that successfully saves is immune to the same fetal savant's soul exchange for 24 hours. If the saving throw fails, the fetal savant takes control of the target's body and ferociously attacks nearby opponents, eyes blazing with otherworldly light. As an action, the fetal savant can shift from its host body back to its own, if it is within range, returning the victim's soul to its own body. If the host body or fetal savant is brought to 0 hit points within 90 feet of each other, the two souls return to their original bodies and the creature at 0 hit points is dying; it must make death saving throws until it dies, stabilizes, or regains hit points, as usual. If the host body or fetal savant is slain while they are more than 90 feet apart, their souls cannot return to their bodies and they are both slain. While trapped in the fetal savant's withered body, the victim is effectively paralyzed and helpless.</text>
		</action>
	</monster>
	<monster>
		<name>Derro Shadow Antipaladin</name>
		<size>S</size>
		<type>humanoid (derro),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (breastplate and shield)</ac>
		<hp>82 (11d6+44)</hp>
		<speed>30 ft.</speed>
		<str>11</str>
		<dex>18</dex>
		<con>18</con>
		<int>11</int>
		<wis>5</wis>
		<cha>14</cha>
		<save>Str +3, Wis +0, Cha +5</save>
		<skill>Perception +0, Stealth +7</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> Derro, Undercommon</languages>
		<cr>5</cr>
		<trait>
			<name>Evasive</name>
			<text>Against effects that allow a Dexterity saving throw for half damage, the derro takes no damage on a successful save, and only half damage on a failed one.</text>
		</trait>
		<trait>
			<name>Insanity</name>
			<text>The derro has advantage on saving throws against being charmed or frightened.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The derro has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Shadowstrike</name>
			<text>The derro's weapon attacks deal 9 (2d8) necrotic damage (included in its Actions list).</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The derro is a 5th level spellcaster. Its spellcasting ability is Charisma (save DC 13, +5 to hit with spell attacks). The derro has the following paladin spells prepared:</text>
			<text>1st level (4 slots): hellish rebuke, inflict wounds, shield of faith, wrathful smite</text>
			<text>2nd level (2 slots): aid, crown of madness, darkness, magic weapon</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the derro shadow antipaladin has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The derro makes two scimitar attacks or two heavy crossbow attacks.</text>
		</action>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage plus 9 (2d8) necrotic damage.</text>
			<attack>Scimitar|7|1d6+4</attack>
		</action>
		<action>
			<name>Heavy Crossbow</name>
			<text>Ranged Weapon Attack: +7 to hit, range 100/400 ft., one target, Hit: 9 (1d10 + 4) piercing damage plus 9 (2d8) necrotic damage.</text>
			<attack>Heavy Crossbow|7|1d10+4</attack>
		</action>
		<action>
			<name>Infectious Insanity (Recharge 5-6)</name>
			<text>The derro chooses a creature it can see within 30 feet and magically assaults its mind. The creature must succeed on a DC 13 Wisdom saving throw or be affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself on a success.</text>
		</action>
	</monster>
	<monster>
		<name>Arbeyach</name>
		<size>L</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>275 (22d10+154)</hp>
		<speed>40 ft., burrow 20 ft., climb 40 ft., fly 80 ft. (hover)</speed>
		<str>22</str>
		<dex>20</dex>
		<con>25</con>
		<int>19</int>
		<wis>21</wis>
		<cha>25</cha>
		<save>Dex +12, Con +14, Wis +12, Cha +14</save>
		<skill>Deception +14, Insight +12, Perception +12, Stealth +12</skill>
		<resist>acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>charmed, frightened, poisoned, stunned</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>22</passive>
		<languages> Celestial, Common, Draconic, Infernal, telepathy 120 ft.</languages>
		<cr>21</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If Arbeyach fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Arbeyach has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Arbeyach's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Arbeyach's spellcasting ability is Charisma (spell save DC 22, +14 to hit with spell attacks). Arbeyach can innately cast the following spells, requiring no material components:</text>
			<text>At will: poison spray</text>
			<text>3/day each: fog cloud, stinking cloud</text>
			<text>1/day each: cloudkill, contagion, insect plague</text>
		</trait>
		<trait>
			<name>Fear Aura</name>
			<text>Any creature hostile to Arbeyach that starts its turn within 20 feet of it must make a DC 22 Wisdom saving throw, unless Arbeyach is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, the creature is immune to Arbeyach's Fear Aura for the next 24 hours.</text>
		</trait>
		<trait>
			<name>Aura of Virulence</name>
			<text>Creatures that would normally be resistant or immune to poison damage or the poisoned condition lose their resistance or immunity while within 120 feet of Arbeyach. All other creatures within 120 feet of Arbeyach have disadvantage on saving throws against effects that cause poison damage or the poisoned condition.</text>
		</trait>
		<trait>
			<name>Swarm Prince</name>
			<text>Arbeyach can communicate with spawns of Arbeyach and all vermin and insects, including swarms and giant varieties, within 120 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, insects, and vermin can understand. All these creatures follow Arbeyach's orders and will never harm the devil.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Arbeyach makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot. The cursed target is poisoned, can't regain hit points, its hit point maximum decreases by 13 (3d8) for every 24 hours that elapse, and vermin attack the creature on sight. If the curse reduces the target's hit point maximum to 0, the target dies and immediately transforms into a randomly chosen swarm of insects. The curse lasts until removed by the remove curse spell or comparable magic.</text>
			<attack>Bite|13|2d8+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 9 (2d8) poison damage.</text>
			<attack>Claw|13|1d8+6</attack>
		</action>
		<action>
			<name>Vermin Breath (Recharge 5-6)</name>
			<text>Arbeyach exhales vermin in a 120-foot line that's 10 feet wide. Each creature in the line takes 54 (12d8) poison damage, or half damage with a successful DC 22 Dexterity saving throw. Each creature that fails this saving throw must succeed on a DC 22 Constitution saving throw or be cursed with Arbeyach rot (see the Bite attack). In addition, Arbeyach summons a swarm of insects (of any type) at any point of the line. The swarm remains until destroyed, until Arbeyach dismisses it as a bonus action, or for 2 minutes. No more than five swarms of insects can be summoned at the same time.</text>
		</action>
		<legendary>
			<name>Arbeyach can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Arbeyach regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>Arbeyach moves up to half its speed, using any movement mode it wishes.</text>
		</legendary>
		<legendary>
			<name>Poison</name>
			<text>Arbeyach targets a creature within 120 feet. If the target isn't poisoned, it must make a DC 22 Constitution saving throw or become poisoned. The poisoned target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</legendary>
		<legendary>
			<name>Spell (Costs 2 Actions)</name>
			<text>Arbeyach casts a spell.</text>
		</legendary>
	</monster>
	<monster>
		<name>Spawn Of Arbeyach</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>78 (12d8+24)</hp>
		<speed>40 ft., climb 20 ft.</speed>
		<str>18</str>
		<dex>15</dex>
		<con>15</con>
		<int>10</int>
		<wis>13</wis>
		<cha>12</cha>
		<save>Wis +4</save>
		<skill>Perception +4, Stealth +5</skill>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 60 ft.</senses>
		<passive>14</passive>
		<languages> Infernal</languages>
		<cr>5</cr>
		<trait>
			<name>Hive Mind</name>
			<text>Spawn of Arbeyach share a bond with other members of their hive that enhances their hive mates' perception. As long as a spawn is within 60 feet of at least one hive mate, it has advantage on initiative rolls and Wisdom (Perception) checks. If one spawn is aware of a particular danger, all others in the hive are, too. No spawn in a hive mind is surprised at the beginning of an encounter unless all of them are.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The spawn of Arbeyach's spellcasting ability is Charisma. The Spawn of Arbeyach can innately cast the following spells, requiring no material components: 1/day: conjure animals (only swarms of insects) Scent Communication. Spawn of Arbeyach can communicate with each other and all swarms of insects within 60 feet via pheromone transmission. In a hive, this range extends to cover the entire hive. This is a silent and instantaneous mode of communication that only Arbeyach, spawn of Arbeyach, and swarms of insects can understand. As a bonus action, the spawn of Arbeyach can use this trait to control and give orders to one swarm of insects within 60 feet.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A Spawn of Arbeyach makes one bite attack and two stinger attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 4 (1d8) poison damage.</text>
			<attack>Bite|7|2d6+4</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage plus 9 (2d8) poison damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Stinger|7|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Ia'affrat</name>
		<size>L</size>
		<type>swarm of Tiny elementals,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>170 (20d10+60)</hp>
		<speed>5 ft., fly 40 ft. (hover)</speed>
		<str>3</str>
		<dex>21</dex>
		<con>16</con>
		<int>20</int>
		<wis>18</wis>
		<cha>23</cha>
		<save>Dex +10, Con +8, Wis +9, Cha +11</save>
		<skill>Arcana +10, Deception +11, Insight +9, Perception +9, Persuasion +11</skill>
		<vulnerable>cold</vulnerable>
		<immune>fire, poison; bludgeoning, piercing, slashing</immune>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, poisoned, restrained, stunned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 120 ft.</senses>
		<passive>19</passive>
		<languages> Common, Draconic, Infernal, Primordial</languages>
		<cr>15</cr>
		<trait>
			<name>Elemental Swarm</name>
			<text>Ia'Affrat can occupy another creature's space</text>
			<text>and vice versa, and the swarm can move through any opening</text>
		</trait>
		<trait>
			<name>large enough for a Tiny insect</name>
			<text></text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Ia'Affrat has advantage on saving throws against spells and other magical effects</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Ia'Affrat's spellcasting ability is Charisma (spell save DC 19, +11 to hit with spell attacks). Ia'Affrat can innately cast the following spells, requiring no material components:</text>
			<text>At will: fire bolt, poison spray</text>
			<text>3/day each: burning hands, invisibility, ray of enfeeblement, ray of sickness</text>
			<text>1/day each: bestow curse, contagion, harm, insect plague, fireball</text>
		</trait>
		<trait>
			<name>Inhabit</name>
			<text>Ia'Affrat can enter the body of an incapacitated or dead creature by crawling into its mouth and other orifices. Inhabiting requires 1 minute, and the victim must be Small, Medium, or Large. If Ia'Affrat inhabits a dead body, it can animate it and control its movements, effectively becoming a zombie for as long as it remains inside. Ia'Affrat can abandon the body as an action. Attacks against the host deal half damage to Ia'Affrat as well, but Ia'Affrat's resistances and immunities still apply against this damage. In a living victim, Ia'Affrat can control the victim's movement and actions as if using dominate monster (save DC 19) on the victim. Ia'Affrat can consume a living victim; the target takes 5 (2d4) necrotic damage per hour while Ia'Affrat inhabits its body, and Ia'Affrat regains hit points equal to the damage dealt. When inhabiting a body, Ia'Affrat can choose to have any spell it casts with a range of self, target the inhabited body rather than itself. The skin of a creature inhabited by Ia'Affrat crawls with the forms of the insects inside. Ia'Affrat can hide this telltale sign with a Charisma (Deception) check against a viewer's passive Insight. A greater restoration spell or comparable magic forces Ia'Affrat to abandon the host.</text>
		</trait>
		<trait>
			<name>Smoke Shroud</name>
			<text>Ia'Affrat is shrouded in a 5-foot-radius cloud of dark smoke. This area is lightly obscured to creatures other than Ia'Affrat. Any creature that needs to breathe that begins its turn in the area must make a successful DC 16 Constitution saving throw or be stunned until the end of its turn.</text>
		</trait>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +10 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage, or 10 (3d6) piercing damage plus 7 (2d6) fire damage plus 7 (2d6) poison damage if Ia'Affrat has half of its hit points or fewer. The target must succeed on a DC 16 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Bites|10|6d6</attack>
		</action>
		<action>
			<name>Smoke Jump</name>
			<text>Ia'Affrat can travel instantly to a space in sight where there's smoke.</text>
		</action>
		<action>
			<name>Whirlwind (Recharge 4-6)</name>
			<text>Each creature in Ia'Affrat's space must make a DC 18 Strength saving throw. Each creature that fails takes 28 (8d6) bludgeoning damage plus 14 (4d6) fire damage plus 14 (4d6) poison damage and is flung up 20 feet away from Ia'Affrat in a random direction and knocked prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) bludgeoning damage for every 10 feet it traveled. If the target collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage and be knocked prone.</text>
		</action>
	</monster>
	<monster>
		<name>Mammon</name>
		<size>H</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>20 (natural armor)</ac>
		<hp>378 (28d12+196)</hp>
		<speed>50 ft.</speed>
		<str>22</str>
		<dex>13</dex>
		<con>24</con>
		<int>23</int>
		<wis>21</wis>
		<cha>26</cha>
		<save>Dex +9, Int +14, Wis +13, Cha +16</save>
		<skill>Deception +16, Insight +13, Perception +13, Persuasion +16</skill>
		<resist>cold</resist>
		<immune>fire, poison; bludgeoning, piercing, and slashing from weapons that aren't silvered</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>23</passive>
		<languages> all, telepathy 120 ft.</languages>
		<cr>25</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Mammon's innate spellcasting ability is Charisma (spell save DC 24, +16 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
			<text>At will: charm person, detect magic, dispel magic, fabricate (Mammon can create valuable objects), heat metal, magic aura</text>
			<text>3/day each: animate objects, counterspell, creation, instant summons, legend lore, teleport</text>
			<text>1/day each: imprisonment (minimus containment only, inside gems), sunburst</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If Mammon fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Mammon has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Mammon's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Mammon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Mammon takes a lair action to cause one of the following effects; Mammon can’t use the same effect two rounds in a row:</text>
			<text>- Mammon infuses a pile of treasure in his lair with life. It becomes an earth elemental made of precious metals and gems. The elemental acts immediately and lasts until destroyed or until Mammon uses this action again.</text>
			<text>- Stacked piles of treasure shift and slide, collapsing onto a creature Mammon can see. The creature is restrained until initiative count 20 on the following round, or until it or an adjacent ally uses an action to make a successful DC 18 Strength check to free it.</text>
			<text>- Mammon magically teleports from one area of treasure to another within 150 feet.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Mammon’s lair is warped by the archdevil’s magic, which creates one or more of the following effects:</text>
			<text>- Treasure in the possession of creatures other than Mammon turns to worthless materials such as lead, wood, or gravel, after spending 24 hours within 1 mile of the lair. The resulting junk resumes its valuable form when Mammon claims it, or by means of a wish spell or comparable magic.</text>
			<text>- Creatures that spend more than 1 hour within 1 mile of Mammon’s lair become obsessed with gaining the most generous payment or portion of wealth in any dealing unless they succeed on a DC 18 Wisdom saving throw. A creature that saves successfully is immune to this effect for 24 hours. The effect can be removed by a greater restoration spell or comparable magic.</text>
			<text>- Any naturally occurring treasure in Mammon’s home plane reverts to worthless junk if removed from the plane. Similarly, any mundane item left behind transforms into something fantastically valuable, as long as it remains on the plane.</text>
			<text> If Mammon dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Mammon makes three attacks.</text>
		</action>
		<action>
			<name>Purse</name>
			<text>Melee Weapon Attack: +14 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage plus 18 (4d8) radiant damage</text>
			<attack>Purse|14|7d8+6</attack>
		</action>
		<action>
			<name>Molten Coins</name>
			<text>Ranged Weapon Attack: +14 to hit, range 40/120 ft., one target. Hit: 16 (3d6 + 6) bludgeoning damage plus 18 (4d8) fire damage.</text>
			<attack>Molten Coins|14|3d6+6</attack>
		</action>
		<action>
			<name>Your Weight In Gold (Recharge 5-6)</name>
			<text>Mammon can use this ability as a bonus action immediately after hitting a creature with his purse attack. The creature must make a DC 24 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified by being turned to solid gold. Otherwise, a creature that fails the saving throw is restrained. A restrained creature repeats the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the creature receives a greater restoration spell or comparable magic.</text>
		</action>
		<legendary>
			<name>Mammon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Mammon regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>Mammon makes one purse or molten coins attack.</text>
		</legendary>
		<legendary>
			<name>Make It Rain!</name>
			<text>Mammon casts gold and jewels into a 5-foot radius within 60 feet. One creature within 60 feet of the treasure that can see it must make a DC 24 Wisdom saving throw. On a failure, the creature must use its reaction to move its speed toward the trinkets, which vanish at the end of the turn.</text>
		</legendary>
		<legendary>
			<name>Deep Pockets (3 actions)</name>
			<text>Mammon recharges his Your Weight In Gold ability.</text>
		</legendary>
	</monster>
	<monster>
		<name>Totivillus, Scribe Of Hell</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>299 (26d8+182)</hp>
		<speed>40 ft., fly 60 ft.</speed>
		<str>18</str>
		<dex>18</dex>
		<con>24</con>
		<int>26</int>
		<wis>22</wis>
		<cha>18</cha>
		<save>Dex +11, Con +14, Int +15, Wis +13, Cha +11</save>
		<skill>Arcana +15, History +15, Investigation +15, Perception +13, Religion +15</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>truesight 30 ft., darkvision 60 ft.</senses>
		<passive>23</passive>
		<languages> Common, Celestial, Draconic, Infernal, Void Speech; telepathy 120 ft.</languages>
		<cr>24</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Fear Aura</name>
			<text>Any creature hostile to Totivillus that starts its turn within 20 feet of him must make a DC 21 Wisdom saving throw, unless Totivillus is incapacitated. On a failed save, the creature is frightened until the start of its next turn. If a creature's saving throw is successful, it is immune to the devil's Fear Aura for the next 24 hours.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>Totivillus is a 20th-level spellcaster who uses Intelligence as his spellcasting ability (spell save DC 23, +15 to hit with spell attacks). He requires no material components to cast his spells. Totivillus has the following wizard spells prepared:</text>
			<text>Cantrips (at will): chill touch, light, minor illusion, poison spray, prestidigitation</text>
			<text>1st level (4 slots): comprehend languages, disguise self, illusory script, magic missile, unseen servant</text>
			<text>2nd level (3 slots): blindness/deafness, hold person, mirror image, misty step</text>
			<text>3rd level (3 slots): counterspell, dispel magic, haste, protection from energy</text>
			<text>4th level (3 slots): banishment, dimension door, greater invisibility, polymorph</text>
			<text>5th level (3 slots): dominate person, geas, modify memory, passwall</text>
			<text>6th level (2 slots): eyebite, guards and wards, mass suggestion</text>
			<text>7th level (2 slots): forcecage, plane shift</text>
			<text>8th level (1 slot): feeblemind</text>
			<text>9th level (1 slot): time stop</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Totivillus's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Meld with Text</name>
			<text>Totivillus can enter any book, scroll, or other written material and remain hidden there as long as he wishes. If the text is damaged or destroyed, he is ejected from it without suffering damage.</text>
		</trait>
		<trait>
			<name>Trust Aura</name>
			<text>Totivillus projects a 25-foot-radius trust aura. As long as Totivillus is talking, creatures in that area find his utterances so fascinating and compelling that they must make a DC 23 Wisdom saving throw at the start of each of their turns; if the saving throw fails, they can't attack Totivillus directly until the start of their next turn. This effect ends immediately and can't be renewed for 1 minute if Totivillus attacks physically. Devils are not immune to this aura.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Totivillus makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 30 (4d12 + 4) slashing damage.</text>
			<attack>Claw|11|4d12+4</attack>
		</action>
		<action>
			<name>Hellfire Bolt (Recharge 5-6)</name>
			<text>Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage plus 33 (6d10) thunder damage; a successful DC 20 Dexterity saving throw halves thunder damage.</text>
			<attack>Hellfire Bolt|15|10d12</attack>
		</action>
		<legendary>
			<name>Totivillus can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. Totivillus regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Claw Attack</name>
			<text>Totivillus makes one claw attack.</text>
		</legendary>
		<legendary>
			<name>Devil's Mark</name>
			<text>Totivillus sprays magical ink from his fingertips at a single target within 30 feet. The target must make a successful DC 23 Dexterity saving throw or receive a devil's mark: a tattoo in the shape of Totivillus's personal seal. All devils have advantage on spell attacks made against the devil.marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed by remove curse if the caster also makes a successful DC 23 spellcasting check. The mark reveals itself as desecrated to detect evil and good. It often shifts its position on the body, especially when it's concealed (and usually at the most inconvenient moment). Because such marks are sometimes placed on those who've made pacts with devils, NPC paladins and clerics might assume that any character bearing a devil's mark is in league with evil forces.</text>
		</legendary>
		<legendary>
			<name>Cast a Spell (Costs 3 Actions)</name>
			<text>Totivillus casts a spell from its list of prepared spells, using a spell slot as normal.</text>
		</legendary>
	</monster>
	<monster>
		<name>Automata Devil</name>
		<size>L</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>168 (16d10+80)</hp>
		<speed>40 ft.</speed>
		<str>24</str>
		<dex>17</dex>
		<con>20</con>
		<int>11</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Str +11, Dex +7, Con +9, Wis +6, Cha +8</save>
		<skill>Athletics +11, Intimidation +8</skill>
		<resist>cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses></senses>
		<passive>12</passive>
		<languages> Common, Infernal; telepathy 100 ft.</languages>
		<cr>10</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The automata devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The automata devils' spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: charm person, suggestion, teleport</text>
			<text>1/day each: banishing smite, cloudkill</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The automata devil makes two melee attacks, using any combination of bite, claw, and whip attacks. The bite attack can be used only once per turn.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 18 (2d10 + 7) slashing damage.</text>
			<attack>Bite|11|2d10+7</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.</text>
			<attack>Claw|11|2d6+7</attack>
		</action>
		<action>
			<name>Whip</name>
			<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 11 (1d8 + 7) slashing damage and the target is grappled (escape DC 17) and restrained. Only two targets can be grappled by the automata devil at one time, and each grappled target prevents one whip from being used to attack. An individual target can be grappled by only one whip at a time. A grappled target takes 9 (2d8) piercing damage at the start of its turn.</text>
			<attack>Whip|11|1d8+7</attack>
		</action>
		<action>
			<name>Punishing Maw</name>
			<text>If a target is already grappled in a whip at the start of the automata devil's turn, both creatures make opposed Strength (Athletics) checks. If the grappled creature wins, it takes 9 (2d8) piercing damage and remains grappled. If the devil wins, the grappled creature is dragged into the devil's stomach maw, a mass of churning gears, razor teeth, and whirling blades. The creature takes 49 (4d20 + 7) slashing damage and is grappled, and the whip is free to attack again on the devil's next turn. The creature takes another 49 (4d20 +7) slashing damage automatically at the start of each of the automata devil's turns for as long as it remains grappled in the maw. Only one creature can be grappled in the punishing maw at a time. The automata devil can freely "spit out" a creature or corpse during its turn, to free up the maw for another victim.</text>
		</action>
		<action>
			<name>Fear Aura</name>
			<text>Automata devils radiate fear in a 10-foot radius. A creature that starts its turn in the affected area must make a successful DC 16 Wisdom saving throw or become frightened. A creature that makes the save successfully cannot be affected by the same automata devil's fear aura again.</text>
		</action>
	</monster>
	<monster>
		<name>Chort Devil</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>187 (15d8+120)</hp>
		<speed>30 ft.</speed>
		<str>24</str>
		<dex>20</dex>
		<con>26</con>
		<int>18</int>
		<wis>20</wis>
		<cha>20</cha>
		<save>Str +11, Dex +9, Con +12, Int +8, Cha +9</save>
		<skill>Athletics +11, Deception +9, Insight +9, Perception +9</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>cold, fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>19</passive>
		<languages> Celestial, Common, Draconic, Infernal, Primordial; telepathy (120 ft.)</languages>
		<cr>12</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The chort devil's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). The chort devil can innately cast the following spells, requiring no material components:</text>
			<text>At will: blur, magic circle, teleportation</text>
			<text>3/day: scorching ray (5 rays)</text>
			<text>1/day each: dispel magic, dominate person, flame strike, haste</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The chort devil makes three melee attacks with its flaming ranseur, or three melee attacks with its claws.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (2d4 + 7) slashing damage plus 2 (1d4) Charisma damage.</text>
			<attack>Claw|11|2d4+7</attack>
		</action>
		<action>
			<name>Flaming Ranseur</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 12 (1d10 + 7) piercing damage plus 10 (3d6) fire damage.</text>
			<attack>Flaming Ranseur|11|1d10+7</attack>
		</action>
		<action>
			<name>Devilish Weapons</name>
			<text>Any weapons wielded by a chort devil do 10 (3d6) fire damage in addition to their normal weapon damage.</text>
		</action>
	</monster>
	<monster>
		<name>Crystalline Devil</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>102 (12d8+48)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>12</dex>
		<con>18</con>
		<int>14</int>
		<wis>13</wis>
		<cha>15</cha>
		<save>Wis +4, Cha +5</save>
		<skill>Deception +8, Insight +4</skill>
		<resist>acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>11</passive>
		<languages> Celestial, Common, Infernal, telepathy 120 ft.</languages>
		<cr>6</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The crystalline devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/Turn)</name>
			<text>The crystalline devil deals an extra 7 (2d6) damage when it hits a target with an attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the devil that isn't incapacitated and the devil doesn't have disadvantage on the attack roll.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>While in the form of a gemstone, the devil is an innate spellcaster. Its spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:</text>
			<text>2/day: command</text>
			<text>1/day: suggestion</text>
		</trait>
		<trait>
			<name>Variant: Devil Summoning</name>
			<text>Some crystalline devils have an action option that allows them to summon other devils.</text>
			<text>Summon Devil (1/Day): The crystalline devil has a 25 percent chance of summoning one crystalline devil</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The devil makes two claw attacks.</text>
		</action>
		<action>
			<name>Betraying Carbuncle</name>
			<text>The crystalline devil takes the form of a gemstone worth 500 gp. It radiates magic in this form, but it can't be destroyed. It is fully aware and can see and hear its surroundings. Reverting to its usual form requires another action.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Claw|7|2d6+4</attack>
		</action>
		<action>
			<name>Crystalline Spray (Recharge 5-6)</name>
			<text>The crystalline devil magically sprays shards of crystal in a 15-foot cone. Each target in that area takes 17 (7d4) piercing damage, or half damage with a successful DC 15 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Gilded Devil</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (coin mail)</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>15</dex>
		<con>17</con>
		<int>15</int>
		<wis>18</wis>
		<cha>17</cha>
		<save>Str +6, Con +6, Wis +7, Cha +6</save>
		<skill>Deception +9, History +5, Insight +10, Persuasion +9, Sleight of Hand +8</skill>
		<resist>cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses></senses>
		<passive>14</passive>
		<languages> Celestial, Common, Draconic, Infernal; telepathy (120 ft.)</languages>
		<cr>7</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Liar's Largesse</name>
			<text>A gilded devil has influence over the recipient of a gift for as long as that creature retains the gift. The recipient receives a -2 penalty on saving throws against the gilded devil's abilities and a further -10 penalty against scrying attempts made by the gilded devil. A remove curse spell removes this effect.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The gilded devil's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The gilded devil's spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). The gilded devil can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect thoughts, major image, suggestion</text>
			<text>3/day each: dominate person, polymorph, scorching ray (4 rays), scrying</text>
			<text>1/day: teleport (self plus 50 lb of objects only)</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gilded devil makes two heavy flail attacks.</text>
		</action>
		<action>
			<name>Heavy Flail (Scourge of Avarice)</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) bludgeoning damage.</text>
			<attack>Heavy Flail|8|1d10+5</attack>
		</action>
		<action>
			<name>Betrayal of Riches (Recharge 5-6)</name>
			<text>As a bonus action, a gilded devil can turn rings, necklaces, and other jewelry momentarily against their wearer. The devil can affect any visible item of jewelry on up to two creatures within 60 feet, twisting them into cruel barbs and spikes. Each target must succeed on a DC 15 Wisdom saving throw to halve the damage from this effect. If the saving throw fails, the victim takes 13 (3d8) piercing damage and an additional effect based on the item location targeted.</text>
			<text>An item is treated as jewelry if it is made of a precious material (such as silver, gold, ivory, or adamantine), adorned with gems, or both, and is worth at least 100 gp.</text>
			<text>Arms: STR Save or Melee Damage halved until a short rest</text>
			<text>Hand: STR Save or Drop any held item</text>
			<text>Eyes: DEX Save or Permanetly blinded</text>
			<text>Head: DEX Save Disadvantage on INT checks until long rest</text>
			<text>Feet: DEX Save or Speed halved for 24 hours</text>
			<text>Neck: CON Save or Stunned, unable to breathe for 1 round</text>
			<text>Other: No additional effects</text>
		</action>

		<action>
			<name>Scorn Base Metals</name>
			<text>A gilded devil's attacks ignore any protection provided by nonmagical armor made of bronze, iron, steel, or similar metals. Protection provided by valuable metals such as adamantine, mithral, and gold apply, as do bonuses provided by non-metallic objects.</text>
		</action>
		<action>
			<name>Scourge of Avarice</name>
			<text>As a bonus action, a gilded devil wearing jewelry worth at least 1,000 gp can reshape it into a +2 heavy flail. A creature struck by this jeweled flail suffers disadvantage on all Wisdom saving throws until his or her next short rest, in addition to normal weapon damage. The flail reverts to its base components 1 minute after it leaves the devil's grasp, or upon the gilded devil's death.</text>
		</action>
		<action>
			<name>Voracious Greed</name>
			<text>As an action, a gilded devil can consume nonmagical jewelry or coinage worth up to 1,000 gp. For each 200 gp consumed, it heals 5 hp of damage. A gilded devil can use this ability against the worn items of a grappled foe. The target must succeed on a DC 13 Dexterity saving throw to keep an item from being consumed.</text>
		</action>
	</monster>
	<monster>
		<name>Ink Devil</name>
		<size>S</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>14</ac>
		<hp>54 (12d6+12)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>18</dex>
		<con>12</con>
		<int>20</int>
		<wis>8</wis>
		<cha>18</cha>
		<save>Dex +6</save>
		<skill>Arcana +9, Deception +8, History +9, Stealth +8</skill>
		<resist>cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>9</passive>
		<languages> Celestial, Common, Draconic, Infernal; telepathy (120 ft.)</languages>
		<cr>2</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The ink devil's spellcasting ability is Charisma (spell save DC 14). The ink devil can cast the following spells, requiring no material components:</text>
			<text>At will: detect magic, illusory script, invisibility, teleportation (self plus 50 lb of objects only)</text>
			<text>1/day each: glyph of warding, planar ally (1d4 + 1 lemures 40 percent, or 1 ink devil 25 percent)</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 11 (2d6 + 4) piercing damage.</text>
			<attack>Bite|6|2d6+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., single target. Hit: 14 (3d6 + 4) slashing damage.</text>
			<attack>Claw|6|3d6+4</attack>
		</action>
		<action>
			<name>Disrupt Concentration</name>
			<text>Their sharp, shrill tongues and sharper claws make ink devils more distracting than their own combat prowess might indicate. As a bonus action, an ink devil can force a single foe within 30 feet of the ink devil to make a DC 13 Wisdom saving throw or lose concentration until the beginning of the target's next turn.</text>
		</action>
		<action>
			<name>Corrupt Scroll</name>
			<text>An ink devil can corrupt the magic within any scroll by touch. Any such corrupted scroll requires a DC 13 Intelligence saving throw to use successfully. If the check fails, the scroll's spell affects the caster if it is an offensive spell, or it affects the nearest devil if it is a beneficial spell.</text>
		</action>
		<action>
			<name>Devil's Mark</name>
			<text>Ink devils can flick ink from their fingertips at a single target within 15 feet of the devil. The target must succeed on a Dexterity saving throw (DC 13), or the affected creature gains a devil's mark.a black, red, or purple tattoo in the shape of an archduke's personal seal (most often Mammon or Totivillus but sometimes Arbeyach, Asmodeus, Beelzebub, Dispater, or others). All devils have advantage on spell attacks made against the devil-marked creature, and the creature has disadvantage on saving throws made against spells and abilities used by devils. The mark can be removed only by a remove curse spell or comparable magic. In addition, the mark detects as faintly evil and often shifts its position on the body. Paladins, witchfinders, and some clerics may consider such a mark proof that a creature has made a pact with a devil.</text>
		</action>
	</monster>
	<monster>
		<name>Koralk (Harvester Devil)</name>
		<size>L</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>136 (16d10+48)</hp>
		<speed>40 ft.</speed>
		<str>16</str>
		<dex>13</dex>
		<con>17</con>
		<int>10</int>
		<wis>11</wis>
		<cha>13</cha>
		<save>Con +7, Wis +4, Cha +5</save>
		<resist>cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> Infernal, telepathy 120 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness does not impair the koralk's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The koralk has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Steadfast</name>
			<text>The koralk cannot be frightened while it can see an allied creature within 30 feet of it</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The koralk can make three stinger attacks and two scythe attacks. It can also make a bite attack if it has a target grappled.</text>
		</action>
		<action>
			<name>Scythe</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 16 (2d12 + 3) slashing damage, OR a Medium.sized or smaller target can be grappled by the koralk's smaller, vestigial arms instead (no damage, escape DC 13).</text>
			<attack>Scythe|7|2d12+3</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one grappled target. Hit: 19 (3d10 + 3) piercing damage.</text>
			<attack>Bite|7|3d10+3</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage and the target must make a successful DC 15 Constitution saving throw or become poisoned. While poisoned this way, the target takes 10 (3d6) poison damage at the start of each of its turns, from liquefaction of its innards. A successful save renders the target immune to the koralk's poison for 24 hours. If a creature dies while poisoned by a koralk, its body bursts open, spewing vile liquid and a newly-formed lemure devil. The lemure is under the command of any higher-order devil nearby. The poison can be neutralized by lesser restoration, protection from poison, or comparable magic. If the lemure is killed, the original creature can be restored to life by resurrection or comparable magic.</text>
			<attack>Stinger|7|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Lunar Devil</name>
		<size>L</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>94 (9d10+45)</hp>
		<speed>40 ft., fly 60 ft. (hover), lightwalking 80 ft.</speed>
		<str>21</str>
		<dex>21</dex>
		<con>20</con>
		<int>16</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Str +8, Dex +8, Con +8, Wis +5</save>
		<skill>Perception +5</skill>
		<resist>cold; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Celestial, Draconic, Elvish, Infernal, Sylvan, telepathy 120 ft.</languages>
		<cr>8</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The devil's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: fly, major image, planar binding</text>
			<text>3/day: greater invisibility</text>
			<text>1/day: wall of ice</text>
		</trait>
		<trait>
			<name>Light Incorporeality</name>
			<text>The devil is semi-incorporeal when standing in moonlight, and is immune to all nonmagical attacks in such conditions. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source, with the exception of force damage. Holy water can affect the devil as it does incorporeal undead.</text>
		</trait>
		<trait>
			<name>Lightwalking</name>
			<text>Once per round, the lunar devil magically teleports, along with any equipment it is wearing or carrying, from one beam of moonlight to another within 80 feet. This relocation uses half of its speed.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Variant: Devil Summoning</name>
			<text> Summon Devil (1/Day): The devil can attempt a magical summoning. The devil has a 40 percent chance of summoning either 2 chain devils or 1 lunar devil.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The devil makes three attacks: one with its bite, one with its claws, and one with its tail. Alternatively, it can use Hurl Moonlight twice.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.</text>
			<attack>Bite|8|1d12+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|8|2d6+5</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 9 (1d8 + 5) bludgeoning damage.</text>
			<attack>Tail|8|1d8+5</attack>
		</action>
		<action>
			<name>Hurl Moonlight</name>
			<text>Ranged Spell Attack: +7 to hit, range 150 ft., one target. Hit: 19 (3d12) cold damage and the target must succeed on a DC 15 Constitution saving throw or become blinded for 4 rounds.</text>
			<attack>Hurl Moonlight|7|3d12</attack>
		</action>
	</monster>
	<monster>
		<name>Orobas Devil</name>
		<size>L</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>261 (14d10+126)</hp>
		<speed>40 ft.</speed>
		<str>26</str>
		<dex>14</dex>
		<con>28</con>
		<int>23</int>
		<wis>26</wis>
		<cha>21</cha>
		<save>Str +13, Dex +7, Con +14, Wis +13</save>
		<skill>Deception +10, History +11, Insight +13, Perception +13, Persuasion +10</skill>
		<resist>acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>truesight 90 ft.</senses>
		<passive>23</passive>
		<languages> Celestial, Darakhul, Draconic, Giant, Infernal, Undercommon, Void Speech; telepathy 100 ft.</languages>
		<cr>14</cr>
		<trait>
			<name>Knowing (3/day)</name>
			<text>An orobas can predict actions and alter chance accordingly. Three times per day, it can choose to have advantage on any attack or skill check.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The orobas has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The orobas's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Sage Advice</name>
			<text>An orobas sometimes twists responses to a divination. It softens the answer, leaves crucial information out of the response, manipulates a convoluted answer, or outright lies. An orobas always has advantage on Deception and Persuasion checks when revealing the result of a divination.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The orobas' spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>Constant: detect evil and good</text>
			<text>At will: augury, protection from evil and good, teleport (self plus 50 lb of objects only)</text>
			<text>5/day each: bestow curse, fireball, scorching ray</text>
			<text>3/day each: antimagic field, chain lightning, contact other plane, dimension door, wall of fire</text>
			<text>1/day each: eyebite, find the path, foresight</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The orobas makes four attacks: one with its bite, one with its claw, one with its flail, and one with its stomp.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 18 (3d6 + 8) piercing damage. The target must succeed on a DC 18 Constitution saving throw or become poisoned. While poisoned in this way, the target can't regain hit points and it takes 14 (4d6) poison damage at the start of each of its turns. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</text>
		</action>
		<action>
			<name>Flail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage plus 18 (4d8) acid damage.</text>
		</action>
		<action>
			<name>Stomp</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 + 8) bludgeoning damage.</text>
		</action>

	</monster>
	<monster>
		<name>Salt Devil</name>
		<size>M</size>
		<type>fiend (devil),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>93 (11d8+44)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>13</dex>
		<con>18</con>
		<int>13</int>
		<wis>14</wis>
		<cha>15</cha>
		<save>Dex +4, Con +7, Cha +5</save>
		<skill>Perception +5, Stealth +4</skill>
		<resist>acid, cold; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>fire, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Celestial, Common, Gnoll, Infernal, telepathy 120 ft.</languages>
		<cr>6</cr>
		<trait>
			<name>Devil's Sight</name>
			<text>Magical darkness doesn't impede the devil's darkvision.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devil has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The devil's spellcasting ability is Charisma (spell save DC 13). The devil can innately cast the following spells, requiring no material components:</text>
			<text>At will: darkness</text>
			<text>1/day each: harm, teleport</text>
		</trait>
		<trait>
			<name>Variant: Devil Summoning</name>
			<text>Summon Devil (1/Day): The salt devil has a 40 percent chance of summoning one salt devil</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The devil makes two scimitar attacks.</text>
		</action>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage. If the target is neither undead nor a construct, it also takes 5 (1d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. If the saving throw fails by 5 or more, the target also gains one level of exhaustion.</text>
			<attack>Scimitar|7|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Mbielu</name>
		<size>H</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>95 (10d12+30)</hp>
		<speed>30 ft., swim 20 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>16</con>
		<int>2</int>
		<wis>12</wis>
		<cha>6</cha>
		<skill>Perception +3</skill>
		<senses></senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Toxic Skin</name>
			<text>A creature that touches the mbielu or hits it with a melee attack exposes itself to the mbielu's poisonous skin. The creature must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, a creature also suffers disadvantage on Intelligence, Wisdom, and Charisma saving throws.</text>
		</trait>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
			<attack>Tail|6|3d10+4</attack>
		</action>
		<reaction>
			<name>Rollover</name>
			<text>If the mbielu is grappled by a Large creature, it rolls on top of the grappler and crushes it. The mbielu automatically escapes from the grapple and the grappler takes 20 (3d10 + 4) bludgeoning damage.</text>
		</reaction>
	</monster>
	<monster>
		<name>Ngobou</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>85 (10d10+30)</hp>
		<speed>40 ft.</speed>
		<str>20</str>
		<dex>9</dex>
		<con>16</con>
		<int>2</int>
		<wis>9</wis>
		<cha>6</cha>
		<skill>Perception +5</skill>
		<senses></senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Trampling Charge</name>
			<text>If the ngobou moves at least 20 feet straight toward a creature and then hits it with a gore attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the ngobou can make one stomp attack against it as a bonus action.</text>
		</trait>
		<trait>
			<name>Elephants' Bane</name>
			<text>The ngobou has advantage on attacks against elephants. It can detect by scent whether an elephant has been within 180 feet of its location anytime in the last 48 hours.</text>
		</trait>
		<trait>
			<name>Spikes</name>
			<text>A creature that grapples an ngobou takes 9 (2d8) piercing damage.</text>
		</trait>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 38 (6d10 + 5) piercing damage.</text>
			<attack>Gore|8|6d10+5</attack>
		</action>
		<action>
			<name>Stomp</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one prone creature. Hit: 18 (3d8 + 5) bludgeoning damage.</text>
			<attack>Stomp|8|3d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Spinosaurus</name>
		<size>G</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>231 (14d20+84)</hp>
		<speed>60 ft., swim 40 ft.</speed>
		<str>27</str>
		<dex>9</dex>
		<con>22</con>
		<int>2</int>
		<wis>11</wis>
		<cha>10</cha>
		<skill>Perception +5</skill>
		<senses></senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>13</cr>
		<trait>
			<name>Tamed</name>
			<text>The spinosaurus will never willingly attack any reptilian humanoid, and if forced or magically compelled to do so, it suffers disadvantage on attack rolls. Up to twelve Medium or four Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The spinosaurus deals double damage to objects and structures.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The spinosaurus makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 34 (4d12 + 8) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 18). When the spinosaurus moves, the grappled creature moves with it. Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.</text>
			<attack>Bite|13|4d12+8</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 22 (4d6 + 8) slashing damage.</text>
			<attack>Claw|13|4d6+8</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 21 (3d8 + 8) bludgeoning damage.</text>
			<attack>Tail|13|3d8+8</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the spinosaurus' choice that is within 120 feet of the spinosaurus and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the spinosaurus' Frightful Presence for the next 24 hours.</text>
		</action>
		<legendary>
			<name>The spinosaurus can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The spinosaurus regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>The spinosaurus moves up to half its speed.</text>
		</legendary>
		<legendary>
			<name>Roar</name>
			<text>The spinosaurus uses Frightful Presence.</text>
		</legendary>
		<legendary>
			<name>Tail Attack (Costs 2 Actions)</name>
			<text>The spinosaurus makes one tail attack.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Spinosaurus</name>
		<size>H</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>105 (10d12+40)</hp>
		<speed>50 ft., swim 30 ft.</speed>
		<str>23</str>
		<dex>11</dex>
		<con>19</con>
		<int>2</int>
		<wis>11</wis>
		<cha>8</cha>
		<skill>Perception +3</skill>
		<senses></senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Tamed</name>
			<text>The spinosaurus never willingly attacks any reptilian humanoid, and if forced or magically compelled to do so it suffers disadvantage on attack rolls. Up to three Medium or one Large creatures can ride the spinosaurus. This trait disappears if the spinosaurus spends a month away from any reptilian humanoid.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The spinosaurus makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10ft., one target. Hit: 25 (3d12 + 6) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 16). Until this grapple ends, the target is restrained and the spinosaurus can't bite another target.</text>
			<attack>Bite|9|3d12+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</text>
			<attack>Claw|9|2d6+6</attack>
		</action>
	</monster>
	<monster>
		<name>Dipsa</name>
		<size>T</size>
		<type>ooze,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15</ac>
		<hp>27 (6d4+12)</hp>
		<speed>20 ft., climb 20 ft., swim 20 ft.</speed>
		<str>3</str>
		<dex>17</dex>
		<con>14</con>
		<int>1</int>
		<wis>6</wis>
		<cha>1</cha>
		<skill>Stealth +7</skill>
		<resist>acid</resist>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this radius)</senses>
		<passive>8</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Swamp Stealth</name>
			<text>The dipsa gains an additional +2 (+9 in total) to Stealth in swamp terrain.</text>
		</trait>
		<trait>
			<name>Amorphous</name>
			<text>The dipsa can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Discreet Bite</name>
			<text>The bite of a dipsa is barely perceptible and the wound is quickly anesthetized. A creature bitten must succeed on a DC 15 Wisdom (Perception) check to notice the attack or any damage taken from it.</text>
		</trait>
		<trait>
			<name>Translucent</name>
			<text>The dipsa can take the Hide action as a bonus action on each of its turns.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 0 ft., one creature in the dipsa's space. Hit: 1 piercing damage, and the dipsa attaches to the target. A creature with a dipsa attached takes 3 (1d6) acid damage per round per dipsa, and it must make a successful DC 12 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage taken. If a creature's hit point maximum is reduced to 0 by this effect, the creature dies. This reduction to a creature's hit point maximum lasts until it is affected by a lesser restoration spell or comparable magic.</text>
			<attack>Bite|7|1d6</attack>
		</action>
	</monster>
	<monster>
		<name>Dissimortuum</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>14</str>
		<dex>10</dex>
		<con>16</con>
		<int>8</int>
		<wis>11</wis>
		<cha>18</cha>
		<save>Con +6</save>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>7</cr>
		<trait>
			<name>Spider Climb</name>
			<text>The dissimortuum can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dissimortuum makes three claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 15 (3d8 + 2) slashing damage.</text>
			<attack>Claw|5|3d8+2</attack>
		</action>
		<action>
			<name>Terrifying Mask</name>
			<text>Each non-undead creature within 60 feet of the dissimortuum that can see it must make a successful DC 15 Wisdom saving throw or be frightened for 1d8 rounds. If a target's saving throw is successful or the effect ends for it, the target becomes immune to all dissimortuum's terrifying masks for the next 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Dogmole</name>
		<size>M</size>
		<type>beast,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>71 (11d8+22)</hp>
		<speed>30 ft., burrow 10 ft., swim 10 ft.</speed>
		<str>14</str>
		<dex>17</dex>
		<con>15</con>
		<int>2</int>
		<wis>12</wis>
		<cha>10</cha>
		<senses>blindsight 30 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>1</cr>
		<trait>
			<name>Burrow</name>
			<text>Dogmoles cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 5 feet in diameter.</text>
		</trait>
		<trait>
			<name>Wormkiller Rage</name>
			<text>Wild dogmole packs are famed for their battles against monsters in the dark caverns of the world. If the dogmole draws blood against vermin, a purple worm, or other underground invertebrates, it gains a +4 boost to its Strength and Constitution, but suffers a -2 penalty to its AC. The wormkiller rage lasts for 3 rounds. It cannot end the rage voluntarily while the creatures that sent it into a rage still lives.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dogmole makes one claw attack and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Bite|4|1d6+2</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 +2) slashing damage.</text>
			<attack>Claw|4|3d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Dogmole Juggernaut</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (chain armor)</ac>
		<hp>126 (12d10+60)</hp>
		<speed>30 ft., burrow 10 ft., swim 10 ft.</speed>
		<str>21</str>
		<dex>14</dex>
		<con>20</con>
		<int>2</int>
		<wis>10</wis>
		<cha>2</cha>
		<save>Con +11</save>
		<senses>blindsight 30 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Burrow</name>
			<text>Dogmole juggernauts cannot burrow into solid rock, but they can move through softer material like soil or loose rubble, leaving a usable tunnel 10 ft. in diameter.</text>
		</trait>
		<trait>
			<name>Ferocity (1/Day)</name>
			<text>When the dogmole juggernaut is reduced to 0 hit points, it doesn't die until the end of its next turn.</text>
		</trait>
		<trait>
			<name>Powerful Build</name>
			<text>A dogmole juggernaut is treated as one size larger if doing so is advantageous to it (such as during grapple checks, pushing attempts, and tripping attempts, but not for the purposes of squeezing or AC). It gains advantage against magical pushing attempts such as gust of wind or Repelling Blast.</text>
		</trait>
		<trait>
			<name>Wormkiller Rage</name>
			<text>Wild dogmole juggernaut packs are famed for their battles against the monsters of the dark caverns of the world. If a dogmole juggernaut draws blood against vermin, purple worms, or other underground invertebrate, it gains a +4 bonus to Strength and Constitution but suffers a -2 penalty to AC. The wormkiller rage lasts for a number of rounds equal to 1+ its Constitution modifier (minimum 1 round). It cannot end the rage voluntarily while the creatures that sent it into a rage still live.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dogmole juggernaut makes one claw attack and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) piercing damage.</text>
			<attack>Bite|8|1d12+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.</text>
			<attack>Claw|8|4d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Domovoi</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>93 (11d8+44)</hp>
		<speed>30 ft.</speed>
		<str>19</str>
		<dex>13</dex>
		<con>18</con>
		<int>6</int>
		<wis>10</wis>
		<cha>16</cha>
		<skill>Intimidation +5, Perception +2</skill>
		<immune>acid, lightning</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Dwarvish, Elvish</languages>
		<cr>4</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The domovoi's innate spellcasting ability is Charisma (spell save DC 15). He can innately cast the following spells, requiring no material components:</text>
			<text>At will: alter self, invisibility</text>
			<text>3/day each: darkness, dimension door, haste</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The domovoi makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</text>
			<attack>Slam|6|2d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Doppelrat</name>
		<size>T</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13</ac>
		<hp>22 (5d4+10)</hp>
		<speed>15 ft., climb 15 ft., swim 15 ft.</speed>
		<str>2</str>
		<dex>17</dex>
		<con>14</con>
		<int>2</int>
		<wis>13</wis>
		<cha>2</cha>
		<save>Dex +5</save>
		<skill>Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>2</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The doppelrat has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Running Doppelrats</name>
			<text>The hardest part of this monster is the sheer volume of attacks they generate. To model this, run them in groups of 4 for attack purposes and have those groups all use the same +5 to attack and do 1d4 damage. That way you need not roll 20 times for all of them, and you reduce the number of rolls required by a factor of 4.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage.</text>
			<attack>Bite|5|1</attack>
		</action>
		<action>
			<name>Arcane Doubling (recharges after 10 minutes)</name>
			<text>A doppelrat under duress creates clones of itself at the beginning of its turn. Each round for 4 rounds, the number of live doppelrats quadruples but never exceeds 20. For example, when the doppelrat triggers arcane doubling, 1 rat becomes 4; at the start of the rat's next turn, those 4 become 16; and at the start of the rat's third turn, those 16 become 20, the maximum allowed. If one of the duplicates was destroyed between the original doppelrat's 1st and 2nd turns, then the surviving 3 would become 12, and so on. Each duplicate appears in the same space as any other rat, can either move or take an action the round it appears, and has 4 hit points and AC 13. Any surviving duplicates perish 1 minute (10 rounds) after the first ones were created. If the original doppelrat dies, its clones stop duplicating but the preexisting clones remain until their time expires. A creature can identify the original doppelrat from its duplicates as an action by making a successful DC 15 Intelligence (Nature) or Wisdom (Perception) check.</text>
		</action>
		<action>
			<name>Doppeling Disease</name>
			<text>At the end of a dopplerat encounter, every creature bitten by a doppelrat or its duplicates must succeed on a DC 12 Constitution saving throw or contract the degenerate cloning disease. During each long rest, the diseased creature grows and sloughs off a stillborn clone. The doppeling process leaves the diseased creature incapacitated for 1 hour, unable to move and barely able to speak (spellcasting is impossible in this state). When the incapacitation wears off, the creature makes a DC 12 Constitution saving throw; it recovers from the disease when it makes its second successful save. Humanoid clones created by the disease cannot be brought to life in any manner.</text>
		</action>
	</monster>
	<monster>
		<name>Dorreq</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>93 (17d8+17)</hp>
		<speed>20 ft., climb 15 ft.</speed>
		<str>19</str>
		<dex>19</dex>
		<con>13</con>
		<int>11</int>
		<wis>8</wis>
		<cha>6</cha>
		<save>Dex +6</save>
		<skill>Intimidation +2, Perception +3, Stealth +8</skill>
		<resist>acid, cold, lightning</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Void Speech</languages>
		<cr>4</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dorreq's innate spellcasting ability is Intelligence (spell save DC 10). It can innately cast the following spells, requiring no material components: 3/day each: blink, dimension door, haste, shatter Wasteland Stride. This ability works like tree stride, but the dorreq can use it to sink into and appear out of any sandy or rocky ground, and the range is only 30 ft. Using this ability replaces the dorreq's usual movement.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dorreq makes two tentacle attacks and one bite attack. If both tentacle attacks hit, the target is grappled (escape DC 14).</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) piercing damage.</text>
			<attack>Bite|6|4d8+4</attack>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage. If both tentacles hit the same target in a single turn, the target is grappled (escape DC 14) and pulled within reach of the bite attack, if it was farther than 5 feet away. The target must be size Large or smaller to be pulled this way. The dorreq can maintain a grapple on one Large, two Medium, or two Small creatures at one time.</text>
			<attack>Tentacle|6|1d8+4</attack>
		</action>
		<action>
			<name>Entanglement</name>
			<text>Any creature that starts its turn within 10 feet of a dorreq must make a successful DC 14 Dexterity saving throw each round or be restrained by the dorreq's tentacles until the start of its next turn. On its turn, the dorreq can ignore or freely release a creature in the affected area.</text>
		</action>
	</monster>
	<monster>
		<name>Adult Cave Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>243 (18d12+126)</hp>
		<speed>40 ft., climb 40 ft., Earth Glide</speed>
		<str>26</str>
		<dex>12</dex>
		<con>24</con>
		<int>12</int>
		<wis>12</wis>
		<cha>20</cha>
		<save>Dex +6, Con +12, Wis +6, Cha +10</save>
		<skill>Perception +10</skill>
		<immune>acid, poison, thunder</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>20</passive>
		<languages> Common, Darakhul, Draconic, Dwarvish, Goblin</languages>
		<cr>16</cr>
		<trait>
			<name>Darkness Aura</name>
			<text>An adult or older cave dragon can generate an aura of darkness that fills its space and the surrounding 20 feet. This darkness prevents normal vision and darkvision from functioning. Blindsight and truesight function normally. Activating or deactivating the aura is a bonus action.</text>
		</trait>
		<trait>
			<name>Earth Glide</name>
			<text>An adult cave dragon glides through stone, dirt, or any sort of earth except metal as easily as a fish glides through water. Its burrowing produces no ripple or other sign of its presence and leaves no tunnel or hole unless the dragon chooses to do so; in that case, it creates a passageway 15 feet wide by 10 feet high. The spell move earth cast on an area containing an earth-gliding cave dragon flings the dragon back 30 feet and stuns the creature for one round unless it succeeds on a Constitution saving throw.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect magic, speak with dead</text>
			<text>3/day each: blur, counterspell, darkness, web</text>
			<text>1/day each: dispel magic, hold person</text>
		</trait>
		<trait>
			<name>Cave Dragon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action for one of the following effects; the dragon can’t use the same effect two rounds in a row:</text>
			<text>- The ceiling collapses above one creature that the dragon can see within 120 feet of it. The creature takes 10 (3d6) bludgeoning damage and is knocked prone and restrained (by fallen debris); damage is halved and the creature is not restrained if it makes a successful DC 15 Dexterity saving throw. The creature is freed when it or an adjacent ally uses an action to make a successful DC 15 Strength (Athletics) check.</text>
			<text>- A ten foot-wide, ten foot-long crack opens in the cavern floor where the dragon wishes. Any creature occupying that space must make a successful DC 15 Dexterity saving throw or fall 20 feet, taking 7 (2d6) bludgeoning damage plus 7 (3d4) piercing damage from the jagged stones at the bottom.</text>
			<text>- The dragon summons a swarm of insects as if it had cast insect plague, filling a 20-foot radius sphere within 90 feet of the dragon. Creatures that are in the affected space or that enter it take 22 (4d10) piercing damage, or half damage with a successful DC 18 Constitution saving throw. The swarm lasts until initiative count 20 on the next round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing a legendary cave dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</text>
			<text>- Poisonous and odorless gases suddenly fill passages and caverns, and just as quickly disperse, within six miles of the dragon’s lair.</text>
			<text>- Flash flooding turns tunnels into death traps as tremors create fissures in the stone within six miles of the lair. On the surface, ponds drain away, and long-dry creek beds break their banks in flood.</text>
			<text>- Swarms of vermin within one mile of the lair increase in both size and number as they try to escape the dragon’s endless and undiscriminating hunger.</text>
			<text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 18 (3d6 + 8) plus 3 (1d6) poison damage.</text>
			<attack>Bite|13|3d6+8</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 8) slashing damage.</text>
			<attack>Claw|13|2d6+8</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.</text>
			<attack>Tail|13|2d8+8</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Poison Breath (Recharge 5-6)</name>
			<text>The dragon exhales a cone of black poison gas in a 60-foot cone. Each target in that area takes 56 (16d6) poison damage and is poisoned if it is a creature; a successful DC 18 Constitution saving throw reduces damage by half and negates the poisoned condition. The poisoned condition lasts until the target takes a long or short rest or it's removed with lesser restoration or comparable magic.</text>
		</action>
		<reaction>
			<name>Ruff Spikes</name>
			<text>When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 18 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 10 (3d6) piercing damage from spikes.</text>
		</reaction>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Reset Ruff Spikes</name>
			<text>The dragon can use its ruff spikes as a reaction again before its next turn.</text>
		</legendary>
		<legendary>
			<name>Tail</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Swift Bite (Costs 2 Actions)</name>
			<text>The dragon makes two bite attacks.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Cave Dragon</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>157 (15d10+75)</hp>
		<speed>40 ft., climb 20 ft., fly 20 ft.</speed>
		<str>22</str>
		<dex>12</dex>
		<con>20</con>
		<int>10</int>
		<wis>12</wis>
		<cha>18</cha>
		<save>Dex +4, Con +8, Wis +4, Cha +7</save>
		<skill>Perception +4, Stealth +4</skill>
		<immune>acid, poison, thunder</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>14</passive>
		<languages> Common, Darakhul, Draconic</languages>
		<cr>8</cr>
		<trait>
			<name>Tunneler</name>
			<text>The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 10-foot wide, 5-foot high tunnel in its wake.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>1/day each: blur, counterspell, web</text>
			<text>3/day: darkness</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes three attacks; one with its biteand two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) piercing damage plus 3 (1d6) poison damage.</text>
			<attack>Bite|8|2d6+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</text>
			<attack>Claw|8|2d6+6</attack>
		</action>
		<action>
			<name>Poison Breath (Recharge 5-6)</name>
			<text>The dragon exhales a cone of black poison gas in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 45 (13d6) poison damage on a failed save and becoming poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration or comparable magic. If the save is successful, the target takes half damage and is not poisoned.</text>
		</action>
		<reaction>
			<name>Ruff Spikes</name>
			<text>When a creature tries to enter a space adjacent to a cave dragon, the dragon flares its many feelers and spikes. The creature cannot enter a space adjacent to the dragon unless it makes a successful DC 16 Dexterity saving throw. If the saving throw fails, the creature can keep moving but only into spaces that aren't within 5 feet of the dragon and takes 4 (1d8) piercing damage from spikes.</text>
		</reaction>
	</monster>
	<monster>
		<name>Cave Dragon Wyrmling</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>75 (10d8+30)</hp>
		<speed>30 ft., burrow 20 ft., fly 20 ft.</speed>
		<str>19</str>
		<dex>12</dex>
		<con>17</con>
		<int>8</int>
		<wis>10</wis>
		<cha>12</cha>
		<save>Dex +3, Con +5, Cha +3</save>
		<skill>Perception +2, Stealth +5</skill>
		<immune>acid, poison, thunder</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>12</passive>
		<languages> Draconic</languages>
		<cr>2</cr>
		<trait>
			<name>Tunneler</name>
			<text>The cave dragon can burrow through solid rock at half its burrowing speed and leaves a 5-foot wide, 5-foot high tunnel in its wake.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma. It can innately cast the following spell, requiring no material components:</text>
			<text>3/day: darkness</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 3 (1d6) poison damage.</text>
			<attack>Bite|6|2d6+4</attack>
		</action>
		<action>
			<name>Poison Breath (Recharge 5-6)</name>
			<text>The dragon exhales a cone of black poison gas in a 15-foot cone. Each creature in that area must make a DC 13 Constitution saving throw, taking 14 (4d6) poison damage on a failed save and the target is poisoned if it is a creature. The poisoned condition lasts until the target takes a long or short rest or removes the condition with lesser restoration. If the save is successful, the target takes half the damage and does not become poisoned.</text>
		</action>
	</monster>
	<monster>
		<name>Ancient Flame Dragon</name>
		<size>G</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>22 (natural armor)</ac>
		<hp>481 (26d20+208)</hp>
		<speed>40 ft., climb 40 ft., fly 80 ft.</speed>
		<str>23</str>
		<dex>14</dex>
		<con>27</con>
		<int>19</int>
		<wis>16</wis>
		<cha>22</cha>
		<save>Dex +9, Con +15, Wis +10, Cha +13</save>
		<skill>Deception +13, Insight +10, Perception +17, Persuasion +13, Stealth +9</skill>
		<immune>fire</immune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>27</passive>
		<languages> Common, Draconic, Giant, Ignan, Infernal, Orc</languages>
		<cr>24</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Fire Incarnate</name>
			<text>All fire damage dealt by the dragon ignores fire resistance but not fire immunity.</text>
		</trait>
		<trait>
			<name>Flame Dragon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row.</text>
			<text>- A cloud of smoke swirls in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners and the area is lightly obscured. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<text>- The ground erupts with volcanic force at a point the dragon can see within 120 feet of it. Any creature within 20 feet of the point must make a successful DC 15 Dexterity saving throw or be knocked prone and trapped in the ground. A creature trapped in this way is restrained and can’t stand up. A creature can end the restraint if it or another creature takes an action to make a successful DC 15 Strength check.</text>
			<text>- A wall of fire rises up from the ground within 120 feet of the dragon. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, can take any shape the dragon wants, and blocks line of sight. When the wall appears, each creature in its area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 21 (6d6) fire damage. Each creature that enters the wall for the first time each turn or ends its turn there takes 21 (6d6) fire damage. The wall is extinguished when the dragon uses this lair action again or when the dragon dies.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing a legendary flame dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</text>
			<text>- Arguments and misunderstandings erupt easily within 6 miles of the lair. Friendships are easily broken and criminal acts are common.</text>
			<text>- Temperatures rise within 6 miles of the lair. Crops wither, producing famines.</text>
			<text>- Sulfur geysers form in and around the dragon’s lair. Some of them erupt only once an hour, so they’re spotted only with a successful DC 20 Wisdom (Perception) check. A creature on top of an erupting geyser takes 21 (6d6) fire damage, or half damage with a successful DC 15 Dexterity saving throw.</text>
			<text>If the dragon dies, the arguments and misunderstandings disappear immediately and the temperatures go back to normal within 1d10 days. Any geysers remain where they are.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d10 + 6) piercing damage plus 14 (4d6) fire damage.</text>
			<attack>Bite|13|2d10+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 13 (2d6 + 6) slashing damage.</text>
			<attack>Claw|13|2d6+6</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.</text>
			<attack>Tail|13|2d8+6</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The dragon exhales fire in a 90-foot cone. Each creature in that area takes 91 (26d6) fire damage, or half damage with a successful DC 23 Dexterity saving throw. Each creature in that area must also succeed on a DC 21 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<action>
			<name>Shifting Flames</name>
			<text>The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Adult Flame Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>212 (17d12+102)</hp>
		<speed>40 ft., climb 40 ft., fly 80 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>23</con>
		<int>17</int>
		<wis>14</wis>
		<cha>20</cha>
		<save>Dex +7, Con +11, Wis +7, Cha +10</save>
		<skill>Deception +10, Insight +7, Perception +12, Persuasion +10, Stealth +7</skill>
		<immune>fire</immune>
		<senses></senses>
		<passive>22</passive>
		<languages> Common, Draconic, Giant, Ignan, Infernal, Orc</languages>
		<cr>16</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Fire Incarnate</name>
			<text>All fire damage dealt by the dragon ignores fire resistance but not fire immunity.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage plus 7 (2d6) fire damage.</text>
			<attack>Bite|9|2d10+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Claw|9|2d6+4</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</text>
			<attack>Tail|9|2d8+4</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The dragon exhales fire in a 60-foot cone. Each creature in that area takes 63 (18d6) fire damage, or half damage with a successful DC 19 Dexterity saving throw. Each creature in that area must also succeed on a DC 18 Wisdom saving throw or go on a rampage for 1 minute. A rampaging creature must attack the nearest living creature or smash some object smaller than itself if no creature can be reached with a single move. A rampaging creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<action>
			<name>Shifting Flames</name>
			<text>The dragon magically polymorphs into a creature that has immunity to fire damage and a size and challenge rating no higher than its own, or back into its true form. It reverts to its true form if it dies. Any equipment it is wearing or carrying is absorbed or borne by the new form (the dragon's choice). In a new form, the dragon retains its alignment, hit points, Hit Dice, ability to speak, proficiencies, Legendary Resistance, lair actions, and Intelligence, Wisdom, and Charisma scores, as well as this action. Its statistics and capabilities are otherwise replaced by those of the new form, except any class features or legendary actions of that form.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 17 Dexterity saving throw or take 11 (2d6 + 4) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Flame Dragon</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>161 (17d10+68)</hp>
		<speed>40 ft., climb 40 ft., fly 80 ft.</speed>
		<str>15</str>
		<dex>14</dex>
		<con>19</con>
		<int>15</int>
		<wis>13</wis>
		<cha>18</cha>
		<save>Dex +6, Con +8, Wis +5, Cha +8</save>
		<skill>Deception +8, Insight +5, Perception +9, Persuasion +8, Stealth +6</skill>
		<immune>fire</immune>
		<senses></senses>
		<passive>19</passive>
		<languages> Common, Draconic, Ignan, Giant, Infernal, Orc</languages>
		<cr>9</cr>
		<trait>
			<name>Fire Incarnate</name>
			<text>All fire damage dealt by the dragon ignores fire resistance but not fire immunity.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d10 + 2) piercing damage plus 3 (1d6) fire damage.</text>
			<attack>Bite|6|2d10+2</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.</text>
			<attack>Claw|6|2d6+2</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The dragon exhales fire in a 30-foot cone. Each creature in that area takes 56 (16d6) fire damage, or half damage with a successful DC 16 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Flame Dragon Wyrmling</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>52 (8d8+16)</hp>
		<speed>30 ft., climb 30 ft., fly 60 ft.</speed>
		<str>12</str>
		<dex>14</dex>
		<con>15</con>
		<int>13</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +4, Con +4, Wis +3, Cha +5</save>
		<skill>Deception +5, Insight +3, Perception +5, Persuasion +5, Stealth +4</skill>
		<immune>fire</immune>
		<senses></senses>
		<passive>15</passive>
		<languages> Common, Draconic, Ignan</languages>
		<cr>3</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 6 (1d10+1) piercing damage plus 3 (1d6) fire damage.</text>
			<attack>Bite|3|1d10+1</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The dragon exhales fire in a 10-foot cone. Each creature in that area takes 24 (7d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Ancient Mithral Dragon</name>
		<size>G</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>20 (natural armor)</ac>
		<hp>297 (17d20+119)</hp>
		<speed>40 ft., fly 80 ft.</speed>
		<str>29</str>
		<dex>16</dex>
		<con>25</con>
		<int>24</int>
		<wis>25</wis>
		<cha>24</cha>
		<save>Dex +9, Con +13, Int +13, Wis +13, Cha +13</save>
		<skill>Athletics +15, History +13, Insight +13, Intimidation +13, Perception +13, Persuasion +13</skill>
		<resist>bludgeoning, piercing, and slashing from</resist>
		<immune>acid, thunder</immune>
		<conditionImmune>charmed</conditionImmune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>23</passive>
		<languages> Celestial, Common, Draconic, Primordial</languages>
		<cr>18</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Intelligence (spell save DC 21). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: tongues</text>
			<text>5/day each: counterspell, dispel magic, enhance ability</text>
		</trait>
		<trait>
			<name>Mithral Shards</name>
			<text>Ancient mithral dragons can choose to retain the mithral shards of their breath weapon as a hazardous zone of spikes. Treat as a spike growth zone that does 2d8 magical slashing damage for every 5 feet travelled.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The dragon is a 15th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 21, +13 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:</text>
			<text>Cantrips (at will): acid splash, light, mage hand, minor illusion, prestidigitation</text>
			<text>1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant</text>
			<text>2nd level (3 slots): blur, hold person, see invisibility</text>
			<text>3rd level (3 slots): haste, lightning bolt, protection from energy</text>
			<text>4th level (3 slots): dimension door, stoneskin, wall of fire</text>
			<text>5th level (2 slots): polymorph, teleportation circle</text>
			<text>6th level (1 slot): guards and wards</text>
			<text>7th level (1 slot): forcecage</text>
			<text>8th level (1 slot): antimagic field</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.</text>
			<attack>Bite|15|2d12+9</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +15 to hit, reach 10 ft., one target. Hit: 18 (2d8 +9) slashing damage, and the target loses 5 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 5 hp per round for each bleeding wound it's taken from a mithral dragon's claws.</text>
			<attack>Claw|15|2d8+9</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +15 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.</text>
			<attack>Tail|15|2d10+9</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 21 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 59 (17d6) magical slashing damage and lose another 10 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage is halved by a successful DC 21 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 23 Dexterity saving throw or take 18 (2d8 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Adult Mithral Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>184 (16d12+80)</hp>
		<speed>40 ft., fly 80 ft.</speed>
		<str>27</str>
		<dex>18</dex>
		<con>21</con>
		<int>20</int>
		<wis>21</wis>
		<cha>20</cha>
		<save>Dex +9, Con +10, Int +10, Wis +10, Cha +10</save>
		<skill>Athletics +13, History +10, Insight +10, Perception +10, Persuasion +10</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid, thunder</immune>
		<conditionImmune>charmed</conditionImmune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>20</passive>
		<languages> Celestial, Common, Draconic, Primordial</languages>
		<cr>14</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: tongues</text>
			<text>5/day each: dispel magic, enhance ability</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The dragon is a 6th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 18, +10 to hit with spell attacks). It requires no material components to cast its spells. The dragon has the following wizard spells prepared:</text>
			<text>Cantrips (at will): acid splash, light, mage hand, prestidigitation</text>
			<text>1st level (4 slots): charm person, expeditious retreat, magic missile, unseen servant</text>
			<text>2nd level (3 slots): blur, hold person, see invisibility</text>
			<text>3rd level (3 slots): haste, lightning bolt, protection from energy</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 19 (2d10 + 8) piercing damage.</text>
			<attack>Bite|13|2d10+8</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 15 (2d6 +8) slashing damage, and the target loses 4 hit points from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 4 hp per round for each bleeding wound it's taken from a mithral dragon's claws.</text>
			<attack>Claw|13|2d6+8</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 17 (2d8 + 8) bludgeoning damage.</text>
			<attack>Tail|13|2d8+8</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>A mithral dragon can spit a 60-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 42 (12d6) magical slashing damage and lose another 8 hit points from bleeding at the start of their turns for 6 rounds; slashing and bleed damage are halved by a successful DC 18 Dexterity saving throw. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon's use.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 15 (2d6 + 8) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Mithral Dragon</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>92 (16d8+20)</hp>
		<speed>50 ft., fly 60 ft.</speed>
		<str>13</str>
		<dex>22</dex>
		<con>13</con>
		<int>14</int>
		<wis>15</wis>
		<cha>14</cha>
		<save>Dex +9, Con +4, Wis +5, Cha +5</save>
		<skill>Acrobatics +6, Insight +5, Perception +5, Persuasion +5</skill>
		<resist>ludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid, thunder</immune>
		<conditionImmune>charmed</conditionImmune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Celestial, Common, Draconic, Primordial</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Intelligence. It can innately cast the following spells, requiring no material components:</text>
			<text>At will: tongues</text>
			<text>3/day: enhance ability</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</text>
			<attack>Bite|6|2d6+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target loses 3 hit point from bleeding at the start of each of its turns for six rounds unless it receives magical healing. Bleeding damage is cumulative; the target loses 3 hp per round for each bleeding wound it has taken from a mithral dragon’s claws. </text>
			<attack>Claw|6|2d10+3</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5–6)</name>
			<text>A mithral dragon can spit a 50-foot-long, 5-foot-wide line of metallic shards. Targets in its path take 21 (6d6) magical slashing damage and lose another 5 hit points from bleeding at the start of their turns for 6 rounds; slashing damage is halved by a successful DC 12 Dexterity saving throw, but bleeding damage is not affected. Only magical healing stops the bleeding before 6 rounds. The shards dissolve into wisps of smoke 1 round after the breath weapon’s use</text>
		</action>
	</monster>
	<monster>
		<name>Ancient Sea Dragon</name>
		<size>G</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>22 (natural armor)</ac>
		<hp>481 (26d20+208)</hp>
		<speed>40 ft., fly 80 ft., swim 80 ft.</speed>
		<str>29</str>
		<dex>10</dex>
		<con>27</con>
		<int>19</int>
		<wis>17</wis>
		<cha>21</cha>
		<save>Dex +7, Con +15, Wis +10, Cha +12</save>
		<skill>Perception +17, Stealth +7</skill>
		<immune>cold</immune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>27</passive>
		<languages> Common, Draconic, Infernal, Primordial</languages>
		<cr>22</cr>
		<trait>
			<name>Amphibious</name>
			<text>The dragon can breathe air and water.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The dragon deals double damage to objects and structures.</text>
		</trait>
		<trait>
			<name>Sea Dragon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action and generates one of the following effects. The dragon can’t use the same effect two rounds in a row:</text>
			<text>- Four vortexes, each 5 feet in diameter and up to 30 feet tall, appear within the lair where the dragon wishes. Creatures occupying the space where a vortex appears or who enter the vortex for the first time on a turn must make a DC 15 Dexterity save or be restrained. As an action, a creature can free itself or another creature from a vortex by succeeding on a DC 15 Strength check. The vortexes last until the dragon uses this lair action again or until the dragon dies.</text>
			<text>- The dragon creates a wall of living coral on a solid surface it can see within 120 feet of it. The wall can be up to 30 feet long, 30 feet high, and 1 foot thick. When the wall appears, each creature within its area takes damage as if touching the wall and is pushed 5 feet out of the wall’s space, on whichever side of the wall it wants. Touching the wall releases painful stings that deal 18 (4d8) poison damage, or half that with a successful DC 15 Constitution saving throw. Each 10-foot section of the wall has AC 5, 30 hit points, resistance to fire damage, and immunity to psychic damage. The wall lasts until the dragon uses this lair action again or until the dragon dies.</text>
			<text>- The dragon bends time around its enemies. Four creatures the dragon can see within 120 feet of it must succeed on a DC 15 Wisdom save or be affected by a slow spell. This effect last until initiative count 20 on the following round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing a legendary sea dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</text>
			<text>- Sea life becomes richer within 6 miles of the lair. Schools of fish move into new waters, sharks become common, and whale migration paths shift to pass near the area.</text>
			<text>- Water temperatures drop sharply within 6 miles of the lair. Creatures not accustomed to cold suffer exposure to extreme cold while swimming in this water.</text>
			<text>- Storms and rough water are more common within 6 miles of the lair.</text>
			<text>If the dragon dies, conditions of the sea surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 11 (2d10) cold damage.</text>
			<attack>Bite|16|2d10+9</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage.</text>
			<attack>Claw|16|2d6+9</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.</text>
			<attack>Tail|16|2d8+9</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Tidal Breath (Recharge 5-6)</name>
			<text>The dragon exhales a crushing wave of frigid seawater in a 90-foot cone. Each creature in that area must make a DC 23 Dexterity saving throw. On a failure, the target takes 44 (8d10) bludgeoning damage and 44 (8d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 16 (2d6 + 9) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or swim speed if in the water.</text>
		</legendary>
	</monster>
	<monster>
		<name>Adult Sea Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>225 (18d12+108)</hp>
		<speed>40 ft., fly 80 ft., swim 60 ft.</speed>
		<str>25</str>
		<dex>10</dex>
		<con>23</con>
		<int>17</int>
		<wis>15</wis>
		<cha>19</cha>
		<save>Dex +5, Con +11, Wis +7, Cha +9</save>
		<skill>Perception +12, Stealth +5</skill>
		<immune>cold</immune>
		<senses></senses>
		<passive>22</passive>
		<languages> Common, Draconic</languages>
		<cr>16</cr>
		<trait>
			<name>Amphibious</name>
			<text>The dragon can breathe air and water.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The dragon deals double damage to objects and structures.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) cold damage.</text>
			<attack>Bite|12|2d10+7</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.</text>
			<attack>Claw|12|2d6+7</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.</text>
			<attack>Tail|12|2d8+7</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Tidal Breath (Recharge 5-6)</name>
			<text>The dragon exhales a crushing wave of frigid seawater in a 60-foot cone. Each creature in that area must make a DC 19 Dexterity saving throw. On a failure, the target takes 33 (6d10) bludgeoning damage and 33 (6d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 15 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then move up to half its flying speed, or half its swim speed if in the water.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Sea Dragon</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>152 (16d10+64)</hp>
		<speed>40 ft., fly 80 ft., swim 50 ft.</speed>
		<str>21</str>
		<dex>10</dex>
		<con>19</con>
		<int>15</int>
		<wis>13</wis>
		<cha>17</cha>
		<save>Dex +4, Con +8, Wis +5, Cha +7</save>
		<skill>Perception +9, Stealth +4</skill>
		<immune>cold</immune>
		<senses>blindsight 30 ft. darkvision 120 ft.</senses>
		<passive>19</passive>
		<languages> Common, Draconic</languages>
		<cr>9</cr>
		<trait>
			<name>Amphibious</name>
			<text>The dragon can breathe air and water.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The dragon deals double damage to objects</text>
		</trait>
		<trait>
			<name>and structures</name>
			<text></text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 5 (1d10) cold damage.</text>
			<attack>Bite|9|2d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|9|2d6+5</attack>
		</action>
		<action>
			<name>Tidal Breath (Recharge 5-6)</name>
			<text>The dragon exhales a crushing wave of frigid seawater in a 30-foot cone. Each creature in that area must make a DC 16 Dexterity saving throw. On a failure, the target takes 27 (5d10) bludgeoning damage and 27 (5d10) cold damage, and is pushed 30 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.</text>
		</action>
	</monster>
	<monster>
		<name>Sea Dragon Wyrmling</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>52 (8d8+16)</hp>
		<speed>30 ft., fly 60 ft., swim 40 ft.</speed>
		<str>17</str>
		<dex>10</dex>
		<con>15</con>
		<int>13</int>
		<wis>11</wis>
		<cha>15</cha>
		<save>Dex +2, Con +4, Wis +2, Cha +4</save>
		<skill>Perception +4, Stealth +2</skill>
		<immune>cold</immune>
		<senses>blindsight 10 ft. darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Draconic, Primordial</languages>
		<cr>2</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.</text>
			<attack>Bite|5|1d10+3</attack>
		</action>
		<action>
			<name>Tidal Breath (Recharge 5-6)</name>
			<text>The dragon exhales a crushing wave of frigid seawater in a 15-foot cone. Each creature in that area must make a DC 12 Dexterity saving throw. On a failure, the target takes 11 (2d10) bludgeoning damage and 11 (2d10) cold damage, and is pushed 15 feet away from the dragon and knocked prone. On a successful save the creature takes half as much damage and isn't pushed or knocked prone.</text>
		</action>
	</monster>
	<monster>
		<name>Ancient Void Dragon</name>
		<size>G</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>22 (natural armor)</ac>
		<hp>448 (23d20+207)</hp>
		<speed>40 ft., fly 80 ft. (hover)</speed>
		<str>28</str>
		<dex>10</dex>
		<con>29</con>
		<int>18</int>
		<wis>15</wis>
		<cha>23</cha>
		<save>Dex +7, Con +16, Wis +9, Cha +13</save>
		<skill>Arcana +18, History +18, Perception +16, Persuasion +13, Stealth +7</skill>
		<immune>cold</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses></senses>
		<passive>26</passive>
		<languages> Celestial, Common, Draconic, Infernal, Primordial, Void Speech</languages>
		<cr>24</cr>
		<trait>
			<name>Chill of the Void</name>
			<text>Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.</text>
		</trait>
		<trait>
			<name>Collapsing Star</name>
			<text>When the void dragon is killed it explodes in a swath of celestial destruction. Each creature and object within 1 mile of the dragon take 55 (10d10) bludgeoning damage, 55 (10d10) cold damage, and 55 (10d10) psychic damage. Each damage type can be reduced by half with a successful DC 21 saving throw: Dexterity vs. bludgeoning, Constitution vs. cold, and Wisdom vs. psychic. Additionally, a creature that fails two or three of the saving throws is affected by a plane shift spell and sent to a random plane. If it is sent to the plane it currently occupies, it appears 5d100 miles away in a random direction.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Void Dweller</name>
			<text>Void dragons dwell in the empty expanse between the stars, and do not require air, food, drink, or sleep. When flying between stars the void dragon magically glides on solar winds, making the immense journey through the void in an impossibly short time.</text>
		</trait>
		<trait>
			<name>Void Dragon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row:</text>
			<text>- The dragon negates natural gravity within its lair (an area affected by its gravitic breath is unaffected). Creatures drift 10 feet away from the ground over the course of a round and are restrained. Flying creatures can move at half speed, unless they have the (hover) tag or use magical flight, in which case they move normally. This effect persists until initiative count 20 on the following round.</text>
			<text>- The Void briefly overlaps the dragon’s lair in a 20-foot-radius sphere of blackness punctuated by deep blue streaks and pinpoints of light. The sphere is centered on a point the dragon can see within 120 feet of the dragon. The area spreads around corners, is heavily obscured, and contains no air (creatures must hold their breath). Each creature in the sphere when it appears must make a DC 15 Constitution saving throw, taking 10 (3d6) cold damage on a failed save or half as much on a successful one. Any creature that ends its turn in the sphere takes 10 (3d6) cold damage. The sphere lasts until the dragon uses this lair action again or until the dragon dies.</text>
			<text>- The dragon rips the fabric of space, forcing two creatures it can see within 120 feet of it to suddenly exist in the same place. Space itself repels the creatures to their original positions. Each creature takes 16 (3d10) force damage and is knocked prone, or takes half as much damage and is not knocked prone with a successful DC 15 Strength saving throw.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing a legendary void dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:</text>
			<text>- Secrets have a way of coming to light within 6 miles of the lair. Clues are inadvertently discovered, slips of the tongue hint at a hidden truth, and creatures become morbidly curious for forbidden knowledge.</text>
			<text>- Light is muted within 6 miles of the lair. Nonmagical illumination, including sunlight, can’t create bright light in this area.</text>
			<text>- Visitations from otherworldly beings occur and disembodied voices whisper in the night within 6 miles of the dragon’s lair. Celestials, fey, and fiends of CR 2 or lower can slip into the world in this area.</text>
			<text>If the dragon dies, these effects fade over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 20 (2d10 + 9) piercing damage plus 14 (4d6) cold damage.</text>
			<attack>Bite|16|2d10+9</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 16 (2d6 + 9) slashing damage plus 7 (2d6) cold damage.</text>
			<attack>Claw|16|2d6+9</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 18 (2d8 + 9) bludgeoning damage.</text>
			<attack>Tail|16|2d8+9</attack>
		</action>
		<action>
			<name>Aura of Madness</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 22 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature fails the saving throw by 5 or more it is driven insane. An insane creature is frightened permanently, and behaves as if affected by confusion while it is frightened in this way. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Aura of Madness for the next 24 hours.</text>
		</action>
		<action>
			<name>Breath Weapons (Recharge 5-6)</name>
			<text>The dragon uses one of the following breath weapons:</text>
		</action>
		<action>
			<name>Gravitic Breath</name>
			<text>The dragon exhales a 90-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 24 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.</text>
		</action>
		<action>
			<name>Stellar Flare Breath</name>
			<text>The dragon exhales star fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 45 (13d6) fire damage and 45 (13d6) radiant damage on a failed save, or half as much damage on a successful one.</text>
		</action>
		<action>
			<name>Teleport</name>
			<text>The dragon magically teleports to any open space within 100 feet.</text>
		</action>
		<reaction>
			<name>Void Twist</name>
			<text>When the dragon is hit by a ranged attack, it can create a small rift in space to increase its AC by 7 against that attack. If the attack misses because of this increase, the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.</text>
		</reaction>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Void Slip (Costs 2 Actions)</name>
			<text>The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 13 (2d6 + 6) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.</text>
		</legendary>
		<legendary>
			<name>Void Cache (Costs 3 Actions)</name>
			<text>The dragon can magically reach into its treasure hoard and retrieve one item. If the dragon is holding an item, it can use this ability to deposit the item into its hoard.</text>
		</legendary>
	</monster>
	<monster>
		<name>Adult Void Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>19 (natural armor)</ac>
		<hp>229 (17d12+119)</hp>
		<speed>40 ft., fly 80 ft. (hover)</speed>
		<str>24</str>
		<dex>10</dex>
		<con>25</con>
		<int>16</int>
		<wis>13</wis>
		<cha>21</cha>
		<save>Dex +5, Con +12, Wis +6, Cha +10</save>
		<skill>Arcana +13, History +13, Perception +11, Persuasion +10, Stealth +5</skill>
		<immune>cold</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses></senses>
		<passive>21</passive>
		<languages> Common, Draconic, Void Speech</languages>
		<cr>14</cr>
		<trait>
			<name>Chill of the Void</name>
			<text>Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Void Dweller</name>
			<text>As ancient void dragon.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon can use its Aura of Madness. It then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 7 (2d6) cold damage.</text>
			<attack>Bite|12|2d10+7</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage plus 3 (1d6) cold damage.</text>
			<attack>Claw|12|2d6+7</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.</text>
			<attack>Tail|12|2d8+7</attack>
		</action>
		<action>
			<name>Aura of Madness</name>
			<text>As ancient void dragon, with DC 18 Wisdom saving throw.</text>
		</action>
		<action>
			<name>Breath Weapons (Recharge 5-6)</name>
			<text>The dragon uses one of the following breath weapons:</text>
		</action>
		<action>
			<name>Gravitic Breath</name>
			<text>The dragon exhales a 60-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 20 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.</text>
		</action>
		<action>
			<name>Stellar Flare Breath</name>
			<text>The dragon exhales star fire in a 60- foot cone. Each creature in that area must make a DC 20 Dexterity saving throw, taking 31 (9d6) fire damage and 31 (9d6) radiant damage on a failed save, or half as much damage on a successful one.</text>
		</action>
		<action>
			<name>Teleport</name>
			<text>The dragon magically teleports to any open space within 100 feet.</text>
		</action>
		<reaction>
			<name>Void Twist</name>
			<text>When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 5 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.</text>
		</reaction>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Void Slip (Costs 2 Actions)</name>
			<text>The dragon twists the fabric of space. Each creature within 15 feet of the dragon must succeed on a DC 18 Dexterity saving throw or take 12 (2d6 + 5) bludgeoning damage and be knocked prone. The dragon can then teleport to an unoccupied space within 40 feet.</text>
		</legendary>
		<legendary>
			<name>Void Cache (Costs 3 Actions)</name>
			<text>The dragon can magically reach into its treasure hoard and retrieve one item. If it is holding an item, it can use this ability to deposit the item into its hoard.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Void Dragon</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>157 (15d10+75)</hp>
		<speed>40 ft., fly 80 ft. (hover)</speed>
		<str>20</str>
		<dex>10</dex>
		<con>21</con>
		<int>14</int>
		<wis>11</wis>
		<cha>19</cha>
		<save>Dex +4, Con +9, Wis +4, Cha +8</save>
		<skill>Arcana +10, History +10, Perception +8, Persuasion +8, Stealth +4</skill>
		<immune>cold</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses></senses>
		<passive>18</passive>
		<languages> Common, Draconic, Void Speech</languages>
		<cr>9</cr>
		<trait>
			<name>Chill of the Void</name>
			<text>Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.</text>
		</trait>
		<trait>
			<name>Void Dweller</name>
			<text>As ancient void dragon.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 3 (1d6) cold damage.</text>
			<attack>Bite|9|2d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|9|2d6+5</attack>
		</action>
		<action>
			<name>Breath Weapons (Recharge 5-6)</name>
			<text>The dragon uses one of the following breath weapons:</text>
		</action>
		<action>
			<name>Gravitic Breath</name>
			<text>The dragon exhales a 30-foot cube of powerful localized gravity, originating from the dragon.</text>
		</action>
		<action>
			<name>Falling damage in the area increases to 1d10 per 10 feet fallen</name>
			<text>When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, it must make a DC 17 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.</text>
		</action>
		<action>
			<name>Stellar Flare Breath</name>
			<text>The dragon exhales star fire in a 30- foot cone. Each creature in that area must make a DC 17 Dexterity saving throw, taking 28 (8d6) fire damage and 28 (8d6) radiant damage on a failed save, or half as much damage on a successful one.</text>
		</action>
		<reaction>
			<name>Void Twist</name>
			<text>When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 4 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.</text>
		</reaction>
	</monster>
	<monster>
		<name>Void Dragon Wyrmling</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>45 (6d8+18)</hp>
		<speed>30 ft., fly 60 ft. (hover)</speed>
		<str>16</str>
		<dex>10</dex>
		<con>17</con>
		<int>12</int>
		<wis>9</wis>
		<cha>17</cha>
		<save>Dex +4, Con +5, Wis +1, Cha +5</save>
		<skill>Perception +3, Stealth +2</skill>
		<immune>cold</immune>
		<senses></senses>
		<passive>13</passive>
		<languages> Common, Draconic, Void Speech</languages>
		<cr>2</cr>
		<trait>
			<name>Chill of the Void</name>
			<text>Cold damage dealt by the void dragon ignores resistance to cold damage, but not cold immunity.</text>
		</trait>
		<trait>
			<name>Void Dweller</name>
			<text>As ancient void dragon.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) piercing damage plus 3 (1d6) cold damage.</text>
			<attack>Bite|5|1d10+3</attack>
		</action>
		<action>
			<name>Breath Weapons (Recharge 5-6)</name>
			<text>The dragon uses one of the following breath weapons:</text>
		</action>
		<action>
			<name>Gravitic Breath</name>
			<text>The dragon exhales a 15-foot cube of powerful localized gravity, originating from the dragon. Falling damage in the area increases to 1d10 per 10 feet fallen. When a creature starts its turn within the area or enters it for the first time in a turn, including when the dragon creates the field, must make a DC 13 Dexterity saving throw. On a failure the creature is restrained. On a success the creature's speed is halved as long as it remains in the field. A restrained creature repeats the saving throw at the end of its turn. The field persists until the dragon's breath recharges, and it can't use gravitic breath twice consecutively.</text>
		</action>
		<action>
			<name>Stellar Flare Breath</name>
			<text>The dragon exhales star fire in a 15-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 10 (3d6) fire damage and 10 (3d6) radiant damage on a failed save, or half as much damage on a successful one.</text>
		</action>
		<reaction>
			<name>Void Twist</name>
			<text>When the dragon is hit by a ranged attack it can create a small rift in space to increase its AC by 2 against that attack. If the attack misses because of this increase the dragon can choose a creature within 30 feet to become the new target for that attack. Use the original attack roll to determine if the attack hits the new target.</text>
		</reaction>
	</monster>
	<monster>
		<name>Ancient Wind Dragon</name>
		<size>G</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>20 (natural armor)</ac>
		<hp>425 (23d20+184)</hp>
		<speed>40 ft., fly 120 ft.</speed>
		<str>28</str>
		<dex>19</dex>
		<con>26</con>
		<int>18</int>
		<wis>17</wis>
		<cha>20</cha>
		<save>Dex +11, Con +15, Wis +10, Cha +12</save>
		<skill>Acrobatics +11, Arcana +11, Intimidation +12, Perception +17, Stealth +11</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>lightning, ranged weapons</immune>
		<conditionImmune>charmed, exhausted, paralyzed, restrained</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>27</passive>
		<languages> Common, Draconic, Dwarvish, Elvish, Primordial</languages>
		<cr>22</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma (spell save DC 20). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: feather fall</text>
			<text>5/day each: lightning bolt, ice storm</text>
		</trait>
		<trait>
			<name>Fog Vision</name>
			<text>The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The dragon has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Uncontrollable</name>
			<text>The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.</text>
		</trait>
		<trait>
			<name>Whirling Winds</name>
			<text>Gale-force winds rage around the dragon, making it immune to ranged weapon attacks except for those from siege weapons.</text>
		</trait>
		<trait>
			<name>Wind Dragon's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the dragon takes a lair action to generate one of the following effects; the dragon can’t use the same effect two rounds in a row.</text>
			<text>- Sand and dust swirls up from the floor in a 20-foot radius sphere within 120 feet of the dragon at a point the dragon can see. The sphere spreads around corners. The area inside the sphere is lightly obscured, and each creature in the sphere at the start of its turn must make a successful DC 15 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the start of each of its turns, ending the effect on itself with a success.</text>
			<text>- Fragments of ice and stone are torn from the lair’s wall by a blast of wind and flung along a 15-foot cone. Creatures in the cone take 18 (4d8) bludgeoning damage, or half damage with a successful DC 15 Dexterity saving throw.</text>
			<text>- A torrent of wind blasts outward from the dragon in a 60-foot radius, either racing just above the floor or near the ceiling. If near the floor, it affects all creatures standing in the radius; if near the ceiling, it affects all creatures flying in the radius. Affected creatures must make a successful DC 15 Strength saving throw or be knocked prone and stunned until the end of their next turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +16 to hit, reach 15 ft., one target. Hit: 22 (2d12 + 9) piercing damage.</text>
			<attack>Bite|16|2d12+9</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +16 to hit, reach 10 ft., one target. Hit: 18 (2d8 + 9) slashing damage.</text>
			<attack>Claw|16|2d8+9</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +16 to hit, reach 20 ft., one target. Hit: 20 (2d10 + 9) bludgeoning damage.</text>
			<attack>Tail|16|2d10+9</attack>
		</action>
		<action>
			<name>Breath of Gales (Recharge 5-6)</name>
			<text>The dragon exhales a blast of wind in a 90-foot cone. Each creature in that cone takes 55 (10d10) bludgeoning damage and is pushed 50 feet away from the dragon and knocked prone; a successful DC 23 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.</text>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 20 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 24 Dexterity saving throw or take 20 (2d10 + 9) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Adult Wind Dragon</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>19 (natural armor)</ac>
		<hp>237 (19d12+114)</hp>
		<speed>40 ft., fly 90 ft.</speed>
		<str>24</str>
		<dex>19</dex>
		<con>22</con>
		<int>16</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Dex +10, Con +12, Wis +8, Cha +10</save>
		<skill>Acrobatics +10, Intimidation +10, Perception +14, Stealth +10</skill>
		<immune>lightning</immune>
		<conditionImmune>charmed, exhausted, paralyzed, restrained</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>24</passive>
		<languages> Common, Draconic, Primordial</languages>
		<cr>17</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma (spell save DC 18). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: feather fall</text>
			<text>3/day: lightning bolt</text>
		</trait>
		<trait>
			<name>Fog Vision</name>
			<text>The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the dragon fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The dragon has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Uncontrollable</name>
			<text>The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.</text>
		</trait>
		<trait>
			<name>Whirling Winds</name>
			<text>Gale-force winds rage around the dragon. Ranged weapon attacks against it are made with disadvantage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The wind dragon can use its Frightful Presence and then makes three attacks: one with its bite, and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage.</text>
			<attack>Bite|13|2d10+7</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.</text>
			<attack>Claw|13|2d6+7</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.</text>
			<attack>Tail|13|2d8+7</attack>
		</action>
		<action>
			<name>Breath of Gales (Recharge 5-6)</name>
			<text>The dragon exhales a blast of wind in a 60-foot cone. Each creature in that cone takes 27 (5d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 20 Strength saving throw halves the damage and prevents being pushed (but not being knocked prone). All flames in the cone are extinguished.</text>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 18 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.</text>
		</action>
		<legendary>
			<name>The dragon can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The dragon makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The dragon makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Wing Attack (Costs 2 Actions)</name>
			<text>The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 21 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.</text>
		</legendary>
	</monster>
	<monster>
		<name>Young Wind Dragon</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>150 (16d10+62)</hp>
		<speed>40 ft., fly 90 ft.</speed>
		<str>20</str>
		<dex>19</dex>
		<con>18</con>
		<int>14</int>
		<wis>13</wis>
		<cha>16</cha>
		<save>Dex +7, Con +7, Wis +4, Cha +6</save>
		<skill>Perception +7, Stealth +7</skill>
		<immune>lightning</immune>
		<conditionImmune>charmed, exhausted, paralyzed, restrained</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Common, Draconic, Primordial</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dragon's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spell, requiring no material components:</text>
			<text>At will: feather fall</text>
		</trait>
		<trait>
			<name>Fog Vision</name>
			<text>The dragon sees normally through light or heavy obscurement caused by fog, mist, clouds, or high wind.</text>
		</trait>
		<trait>
			<name>Uncontrollable</name>
			<text>The dragon's movement is never impeded by difficult terrain, and its speed can't be reduced by spells or magical effects. It can't be restrained (per the condition), and it escapes automatically from any nonmagical restraints (such as chains, entanglement, or grappling) by spending 5 feet of movement. Being underwater imposes no penalty on its movement or attacks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon makes three attacks: one with its bite and two with its claws.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.</text>
			<attack>Bite|8|2d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|8|2d6+5</attack>
		</action>
		<action>
			<name>Breath of Gales (Recharge 5-6)</name>
			<text>The dragon exhales a blast of wind in a 30-foot cone. Each creature in that cone takes 11 (2d10) bludgeoning damage and is pushed 25 feet away from the dragon and knocked prone; a successful DC 16 Strength saving throw halves the damage and prevents being pushed and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 75 percent chance of being extinguished.</text>
		</action>
	</monster>
	<monster>
		<name>Wyrmling Wind Dragon</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>45 (7d8+14)</hp>
		<speed>40 ft., fly 80 ft.</speed>
		<str>16</str>
		<dex>19</dex>
		<con>14</con>
		<int>12</int>
		<wis>11</wis>
		<cha>14</cha>
		<save>Dex +6, Con +4, Wis +2, Cha +4</save>
		<skill>Perception +4, Stealth +6</skill>
		<immune>lightning</immune>
		<conditionImmune>charmed, exhausted, paralyzed</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Draconic, Primordial</languages>
		<cr>1</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) piercing damage.</text>
			<attack>Bite|6|1d10+4</attack>
		</action>
		<action>
			<name>Breath of Gales (Recharge 5-6)</name>
			<text>The dragon exhales a blast of wind in a 15-foot cone. Each creature in that cone must make a successful DC 12 Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Unprotected flames in the cone are extinguished, and sheltered flames (such as those in lanterns) have a 50 percent chance of being extinguished.</text>
		</action>
	</monster>
	<monster>
		<name>Dragon Eel</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>230 (20d12+100)</hp>
		<speed>20 ft., swim 60 ft.</speed>
		<str>26</str>
		<dex>12</dex>
		<con>20</con>
		<int>14</int>
		<wis>13</wis>
		<cha>14</cha>
		<save>Str +12, Dex +5, Int +6, Wis +5, Cha +6</save>
		<skill>Acrobatics +5, Athletics +12, Insight +5, Perception +6</skill>
		<immune>lightning</immune>
		<conditionImmune>paralyzed, prone</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Draconic, Primordial</languages>
		<cr>12</cr>
		<trait>
			<name>Limited Amphibiousness</name>
			<text>The dragon eel can breathe air and water, but it needs to be submerged at least once every six hours to avoid suffocation.</text>
		</trait>
		<trait>
			<name>Shocking Touch</name>
			<text>A dragon eel's body generates a potent charge of lightning. A creature that touches or makes a successful melee attack against a dragon eel takes 5 (1d10) lightning damage.</text>
		</trait>
		<trait>
			<name>Storm Glide</name>
			<text>During storms, the dragon eel can travel through the air as if under the effects of a fly spell, except using its swim speed.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dragon eel makes one bite attack and one tail slap attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 26 (4d8 + 8) piercing damage plus 5 (1d10) lightning damage, and the target must succeed on a DC 18 Constitution saving throw or become paralyzed for 1d4 rounds.</text>
			<attack>Bite|12|4d8+8</attack>
		</action>
		<action>
			<name>Tail Slap</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 30 (5d8 + 8) bludgeoning damage plus 5 (1d10) lightning damage and push the target up to 10 feet away.</text>
			<attack>Tail Slap|12|5d8+8</attack>
		</action>
		<action>
			<name>Lightning Breath (Recharge 6)</name>
			<text>The dragon eel exhales lightning in a 60-foot line that is 5 feet wide. Each target in that line takes 55 (10d10) lightning damage, or half damage with a successful DC 18 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Dragonleaf Tree</name>
		<size>L</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>152 (16d10+64)</hp>
		<speed>5 ft.</speed>
		<str>16</str>
		<dex>10</dex>
		<con>19</con>
		<int>3</int>
		<wis>12</wis>
		<cha>17</cha>
		<immune>A dragonleaf tree enjoys the same immunities as its progenitor. Black, copper, and green trees are immune to acid damage; blue and bronze trees are immune to lightning damage; brass, gold, and red trees are immune to fire damage; and silver and white trees are immune to cold damage.</immune>
		<conditionImmune>blinded, deafened</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>11</passive>
		<languages> can understand the language of its creator or designated master</languages>
		<cr>8</cr>
		<trait>
			<name>Loyal to Dragon Master</name>
			<text>A dragonleaf tree only follows commands from its designated master (or from any creatures to whom the master grants control). It has advantage on saving throws against any charm or compulsion spell or effect. Additionally, the tree has advantage on any saving throw to resist Bluff, Diplomacy, or Intimidate checks made to influence it to act against its masters.</text>
		</trait>
		<trait>
			<name>Weaknesses</name>
			<text>Dragonleaf trees with immunity to fire also have vulnerability to cold, and trees with immunity to cold have vulnerability to fire.</text>
		</trait>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 58 (10d10 + 3) bludgeoning damage.</text>
			<attack>Slam|6|10d10+3</attack>
		</action>
		<action>
			<name>Leaves</name>
			<text>Ranged Weapon Attack: +3 to hit, range 30/60 ft., one target. Hit: 45 (10d8) slashing damage.</text>
			<attack>Leaves|3|10d8</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 6)</name>
			<text> dragonleaf tree can issue forth a breath weapon from its leaves appropriate to the dragon it honors. The creature's breath weapon deals 49 (14d6) damage, or half damage to targets that make a successful DC 15 Dexterity saving throw. A black, copper, or green tree breathes a 60-foot line of acid; a blue or bronze tree breathes a 60-foot line of lightning; a brass, gold, or red tree breathes a 30-foot cone of fire; and a silver or white tree breathes a 30-foot cone of cold.</text>
		</action>
	</monster>
	<monster>
		<name>Alehouse Drake</name>
		<size>T</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>13</ac>
		<hp>65 (10d4+40)</hp>
		<speed>40 ft., fly 80 ft.</speed>
		<str>7</str>
		<dex>16</dex>
		<con>19</con>
		<int>11</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +5</save>
		<skill>Deception +5, Insight +3, Persuasion +5</skill>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Draconic</languages>
		<cr>1/2</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The drake's innate casting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: friends, vicious mockery</text>
			<text>5/day each: calm emotions, dissonant whispers, ray of sickness, hideous laughter</text>
			<text>3/day each: confusion, invisibility</text>
		</trait>
		<trait>
			<name>Forgetful Spellcasting</name>
			<text>When a creature fails an Intelligence, Wisdom, or Charisma saving throw against a spell cast by an alehouse drake, the creature immediately forgets the source of the spellcasting.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.</text>
			<attack>Claw|5|2d4+3</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>An alehouse drake can burp a cloud of intoxicating gas in a 15-foot cone. A creature caught in the cloud becomes poisoned for 1 minute and must make a successful DC 14 Constitution saving throw or become stunned for 1d6 rounds.</text>
		</action>
		<action>
			<name>Discombobulating Touch</name>
			<text>An alehouse drake can make a touch attack that grants its target +3 to Dexterity-based skill checks and melee attacks but also induces confusion as per the spell. This effect lasts for 1d4 rounds. A successful DC 13 Charisma saving throw negates this effect.</text>
		</action>
	</monster>
	<monster>
		<name>Ash Drake</name>
		<size>S</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>117 (18d6+54)</hp>
		<speed>30 ft., fly 60 ft.</speed>
		<str>14</str>
		<dex>15</dex>
		<con>16</con>
		<int>9</int>
		<wis>15</wis>
		<cha>10</cha>
		<save>Dex +4</save>
		<skill>Stealth +4</skill>
		<resist>fire</resist>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Draconic</languages>
		<cr>4</cr>
		<action>
			<name>Multiattack</name>
			<text>The ash drake makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage + 3 (1d6) fire damage.</text>
			<attack>Bite|4|2d6+2</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.</text>
			<attack>Claw|4|2d6+2</attack>
		</action>
		<action>
			<name>Ash Cloud</name>
			<text>An ash drake can beat its wings and create a cloud of ash that extends 10 feet in all directions, centered on itself. This cloud provides half cover, though the ash drake can see normally through its own cloud. Any creature that enters or starts its turn in the cloud must succeed on a DC 14 Constitution saving throw or become blinded for 1d6 rounds.</text>
		</action>
		<action>
			<name>Ash Breath (recharge 6)</name>
			<text>An ash drake spews a 20-foot cone of blistering hot, choking ash. Any targets in the path of this spray takes 14 (4d6) fire damage and become poisoned for one minute; a successful DC 13 Dexterity saving throw reduces damage by half and negates the poisoning. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
		</action>
	</monster>
	<monster>
		<name>Coral Drake</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>127 (15d8+60)</hp>
		<speed>30 ft., swim 60 ft.</speed>
		<str>19</str>
		<dex>1</dex>
		<con>18</con>
		<int>10</int>
		<wis>13</wis>
		<cha>10</cha>
		<save>Dex +6</save>
		<skill>Acrobatics +6, Perception +4, Stealth +6</skill>
		<resist>cold</resist>
		<conditionImmune>paralyzed, poisoned, prone, unconscious</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>17</passive>
		<languages> Draconic</languages>
		<cr>7</cr>
		<trait>
			<name>Camouflage</name>
			<text>A coral drake's coloration and shape lend to its stealth, granting the creature advantage on all Stealth checks while it's underwater.</text>
		</trait>
		<trait>
			<name>Water Breathing</name>
			<text>The coral drake can breathe only underwater.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The coral drake makes one bite attack, one claw attack, and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage.</text>
			<attack>Bite|7|2d10+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 +4) slashing damage.</text>
			<attack>Claw|7|4d8+4</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 7 (2d6) poison damage at the start of each of its turns for 4 rounds. The creature can repeat the saving throw at the end of its turns, ending the effect on itself on a success.</text>
			<attack>Stinger|7|2d10+4</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>Coral drakes nurture their offspring in specialized throat sacs. They can pressurize these sacs to spew forth a 15-foot cone of spawn. Each target in this area takes 21 (6d6) piercing damage from thousands of tiny bites and is blinded for 1d4 rounds; a successful DC 15 Dexterity saving throw reduces the damage by half and negates the blindness.</text>
		</action>
	</monster>
	<monster>
		<name>Crimson Drake</name>
		<size>T</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>54 (12d4+24)</hp>
		<speed>15 ft., fly 80 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>14</con>
		<int>8</int>
		<wis>9</wis>
		<cha>14</cha>
		<save>Dex +4</save>
		<skill>Acrobatics +4, Perception +1</skill>
		<immune>fire</immune>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Draconic, telepathy 60 ft.</languages>
		<cr>1</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The drake has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The crimson drake makes one bite attack and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 4 (1d8) fire damage.</text>
			<attack>Bite|4|1d6+2</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target takes 2 (1d4) poison damage at the start of each of its turns for 3 rounds. The target may repeat the saving throw at the end of its turn to end the effect early.</text>
			<attack>Stinger|4|1d4+2</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 6)</name>
			<text>The drake exhales fire in a 15-ft. cone. Each target in that cone takes 18 (4d8) fire damage, or half damage with a successful DC 12 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Deep Drake</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>150 (20d10+40)</hp>
		<speed>50 ft., climb 30 ft., fly 100 ft.</speed>
		<str>21</str>
		<dex>19</dex>
		<con>14</con>
		<int>11</int>
		<wis>14</wis>
		<cha>12</cha>
		<save>Dex +8, Con +6</save>
		<skill>Athletics +9, Insight +6, Perception +6</skill>
		<immune>necrotic</immune>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>blindsight 60 ft., darkvision 120 ft.</senses>
		<passive>16</passive>
		<languages> Common, Darakhul, Draconic, Undercommon</languages>
		<cr>9</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The drake has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drake makes one bite attack, two claw attacks, and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.</text>
			<attack>Bite|9|2d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft, one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|9|2d6+5</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 7 (2d6) poison damage, and the target must succeed on a DC 16 Constitution saving throw or become poisoned for 4 rounds. While poisoned this way, the target must repeat the save at the start of its turn, ending the condition on a success. On a failure, it takes 10 (3d6) poison damage. When animate dead is cast on creatures killed by this poison, the caster requires no material components.</text>
			<attack>Stinger|9|2d10+5</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>A deep drake blasts forth a crackling 80-foot line of purple-black energy that wracks its victims with pain. This attack deals 35 (10d6) necrotic damage, or half damage with a successful DC 16 Dexterity saving throw. Targets that fail this saving throw must also succeed on a DC 16 Constitution saving throw or become stunned for 1d4 rounds.</text>
		</action>
	</monster>
	<monster>
		<name>Elder Shadow Drake</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>114 (12d10+48)</hp>
		<speed>20 ft., fly 60 ft.</speed>
		<str>22</str>
		<dex>13</dex>
		<con>18</con>
		<int>8</int>
		<wis>9</wis>
		<cha>13</cha>
		<save>Dex +4, Con +7, Cha +4</save>
		<skill>Perception +5, Stealth +7</skill>
		<vulnerable>radiant</vulnerable>
		<immune>cold</immune>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Common, Draconic, Umbral</languages>
		<cr>7</cr>
		<trait>
			<name>Shadow Blend</name>
			<text>In areas of dim light or darkness, an elder shadow drake is treated as invisible. Artificial illumination, such as a lantern or a light or continual flame spell, does not negate this ability; nothing less than true sunlight or a daylight spell does. The drake cannot use its Speed Surge or its Stygian Breath while invisible. An elder shadow drake can suspend or resume this ability at will, so long as the drake is in dim light or darkness.</text>
		</trait>
		<trait>
			<name>Shadow Jump (3/Day)</name>
			<text>An elder shadow drake can travel between shadows as if by means of a dimension door spell. This magical transport must begin and end in an area of dim light or darkness, and the distance must be no more than 60 feet.</text>
		</trait>
		<trait>
			<name>Speed Surge (3/Day)</name>
			<text>The elder shadow drake takes one additional move action on its turn. It can use only one speed surge per round.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drake makes one bite attack and one tail slap attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 22 (3d10 + 6) piercing damage.</text>
			<attack>Bite|9|3d10+6</attack>
		</action>
		<action>
			<name>Tail Slap</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 19 (3d8 + 6) bludgeoning damage.</text>
			<attack>Tail Slap|9|3d8+6</attack>
		</action>
		<action>
			<name>Stygian Breath (Recharge 5-6)</name>
			<text>The elder shadow drake exhales a ball of black liquid that travels up to 60 feet before exploding into a cloud of frigid black mist with a 20-foot radius. Each creature in that sphere takes 42 (12d6) cold damage, or half damage with a successful DC 15 Constitution saving throw. Within the area of effect, the mist snuffs out nonmagical light sources and dispels magical light of 1st level or lower.</text>
		</action>
	</monster>
	<monster>
		<name>Paper Drake</name>
		<size>S</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13</ac>
		<hp>78 (12d6+36)</hp>
		<speed>40 ft., fly 100 ft.</speed>
		<str>7</str>
		<dex>17</dex>
		<con>16</con>
		<int>10</int>
		<wis>12</wis>
		<cha>13</cha>
		<conditionImmune>paralysis, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Draconic, Dwarvish, Elvish</languages>
		<cr>2</cr>
		<trait>
			<name>Shelve</name>
			<text>A paper drake can fold itself into a small, almost flat form, perfect for hiding on bookshelves. The drake can still be recognized as something other than a book by someone who handles it (doesn't just glance at it on the shelf) and makes a successful DC 11 Intelligence (Nature or Investigation) check. The drake can hop or fly (clumsily, by flapping its pages) 5 feet per turn in this form.</text>
		</trait>
		<trait>
			<name>Refold (Recharge 5-6)</name>
			<text>A paper drake can fold its body into different sizes and shapes. The drake can adjust its size by one step in either direction, but can't be smaller than Tiny or larger than Medium size. Changes in size or shape don't affect the paper drake's stats.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drake makes one bite attack, one claw attack, and one tail attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</text>
			<attack>Bite|5|2d6+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing damage.</text>
			<attack>Claws|5|3d6+3</attack>
		</action>
		<action>
			<name>Tail (Recharge 5-6)</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 16 (5d6 + 3) slashing damage, and the target must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 round.</text>
			<attack>Tail|6|5d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Rust Drake</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>161 (19d8+76)</hp>
		<speed>30 ft., burrow 5 ft., fly 100 ft.</speed>
		<str>20</str>
		<dex>15</dex>
		<con>19</con>
		<int>12</int>
		<wis>8</wis>
		<cha>8</cha>
		<skill>Perception +3, Stealth +5</skill>
		<immune>poison</immune>
		<vulnerable>acid</vulnerable>
		<conditionImmune>paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Draconic</languages>
		<cr>8</cr>
		<action>
			<name>Multiattack</name>
			<text>The drake makes one bite attack and one tail swipe attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) piercing damage, and the target must succeed on a DC 16 Constitution save or contract Rust Drake Lockjaw.</text>
			<attack>Bite|8|3d8+5</attack>
		</action>
		<action>
			<name>Tail Swipe</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.</text>
			<attack>Tail Swipe|8|2d8+5</attack>
		</action>
		<action>
			<name>Vomits Scrap (Recharge 5-6)</name>
			<text>A rust drake can vomit forth a 15-foot cone of rusted metal. Targets in the affected area take 55 (10d10) slashing damage, or half damage with a successful DC 15 Dexterity saving throw. In addition, affected creatures must also make a successful DC 15 Constitution saving throw or contract Rust Drake Tetanus.</text>
		</action>
		<action>
			<name>Rust Drake Lockjaw</name>
			<text>This disease manifests symptoms in 1d4 days, when the affected creature experiences painful muscle spasms, particularly in the jaw. After each long rest, the creature must repeat the saving throw. If it fails, the victim takes 1d3 Dexterity damage and is paralyzed for 24 hours; if the saving throw succeeds, the creature takes no damage and feels well enough to act normally for the day. This continues until the creature dies from Dexterity loss, recovers naturally by making successful saving throws after two consecutive long rests, or is cured with lesser restoration or comparable magic. After the disease ends, the victim recovers 1d3 lost Dexterity with each long rest; greater restoration or comparable magic can restore it all at once.</text>
		</action>
	</monster>
	<monster>
		<name>Star Drake</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>19 (natural armor)</ac>
		<hp>189 (18d10+90)</hp>
		<speed>40 ft., fly 100 ft.</speed>
		<str>20</str>
		<dex>17</dex>
		<con>21</con>
		<int>16</int>
		<wis>24</wis>
		<cha>20</cha>
		<save>Dex +8, Con +10, Int +8, Wis +12, Cha +10</save>
		<skill>Arcana +8, History +8, Insight +12, Perception +12, Religion +8</skill>
		<immune>cold, fire; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, frightened, paralyzed, unconscious</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>22</passive>
		<languages> Celestial, Common, Draconic, Dwarvish, Elvish, Infernal, Primordial</languages>
		<cr>15</cr>
		<trait>
			<name>Legendary Resistance (2/day)</name>
			<text>If the star drake fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The drake has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The drake's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Nimbus of Stars</name>
			<text>The drake is surrounded by a whirling nimbus of tiny motes of starlight. A sighted creature that starts its turn within 10 feet of the drake must make a successful DC 18 Constitution saving throw or become incapacitated. At the start of a character's turn, a character can choose to avert its eyes and gain immunity against this effect until the start of its next turn, but it must treat the drake as invisible while the character's eyes are averted.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The drake's innate spellcasting ability is Wisdom (spell save DC 20). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: faerie fire, moonbeam</text>
			<text>3/day: plane shift</text>
			<text>1/day each: gate, planar binding</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drake makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 16 (2d10 + 5) piercing damage.</text>
			<attack>Bite|10|2d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 15 (3d6 + 5) slashing damage.</text>
			<attack>Claw|10|3d6+5</attack>
		</action>
		<action>
			<name>Breath Weapon (Recharge 5-6)</name>
			<text>The drake exhales either fire or frigid air in a 40-foot cone. Each creature in that area takes 78 (12d12) fire or cold damage, whichever the drake wishes, or half damage with a successful DC 18 Dexterity saving throw.</text>
		</action>
		<action>
			<name>Searing Star (1/Day)</name>
			<text>Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 65 (10d12) force damage, and the target must succeed on a DC 18 Constitution saving throw or be permanently blinded.</text>
			<attack>Searing Star|12|10d12</attack>
		</action>
		<legendary>
			<name>The drake can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. The drake regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Bite Attack</name>
			<text>The drake makes one bite attack.</text>
		</legendary>
		<legendary>
			<name>Nova (Costs 2 Actions)</name>
			<text>The drake momentarily doubles the radius and intensity of its nimbus of stars. Every sighted creature within 20 feet of the drake must make a successful DC 18 Constitution saving throw or become blinded until the end of its next turn. Characters who are averting their eyes are immune to the nova.</text>
		</legendary>
		<legendary>
			<name>Pale Sparks</name>
			<text>The drake casts faerie fire or moonbeam.</text>
		</legendary>
	</monster>
	<monster>
		<name>Drakon</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>105 (14d10+28)</hp>
		<speed>30 ft., fly 60 ft., swim 40 ft.</speed>
		<str>14</str>
		<dex>19</dex>
		<con>15</con>
		<int>2</int>
		<wis>12</wis>
		<cha>10</cha>
		<skill>Perception +4, Stealth +7</skill>
		<resist>acid</resist>
		<conditionImmune>paralyzed</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Dissolving Gaze</name>
			<text>When a creature that can see the drakon's eyes starts its turn within 30 feet of the drakon, the drakon can force it to make a DC 13 Constitution saving throw if the drakon isn't incapacitated and can see the creature. On a failed saving throw, the creature takes 3 (1d6) acid damage, its hit point maximum is reduced by an amount equal to the acid damage it takes (which ends after a long rest), and it's paralyzed until the start of its next turn. Unless surprised, a creature can avert its eyes at the start of its turn to avoid the saving throw. If the creature does so, it can't see the drakon until the start of its next turn, when it chooses again whether to avert its eyes. If the creature looks at the drakon before then, it must immediately make the saving throw.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drakon makes one bite attack and one tail attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage plus 10 (4d4) acid damage.</text>
			<attack>Bite|7|2d6+4</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage.</text>
			<attack>Tail|7|1d8+4</attack>
		</action>
		<action>
			<name>Acid Breath (Recharge 5-6)</name>
			<text>The drakon exhales acidic vapors in a 15-foot cone. Each creature in that area takes 28 (8d6) acid damage, or half damage with a successful DC 13 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Dream Eater</name>
		<size>M</size>
		<type>fiend,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>75 (10d8+30)</hp>
		<speed>30 ft., fly 20 ft.</speed>
		<str>15</str>
		<dex>18</dex>
		<con>17</con>
		<int>16</int>
		<wis>13</wis>
		<cha>20</cha>
		<skill>Deception +8, Insight +4, Persuasion +8</skill>
		<resist>cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Celestial, Common, Draconic, Infernal, telepathy 100 ft.</languages>
		<cr>5</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The dream eater can use its turn to polymorph into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in all forms. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dream eater's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: command</text>
			<text>3/day: suggestion</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dream eater makes one bite attack and one claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) piercing damage, and the target is grappled (escape DC 12).</text>
			<attack>Bite|7|2d8+2</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 24 (4d10 + 2) slashing damage.</text>
			<attack>Claw|7|4d10+2</attack>
		</action>
		<action>
			<name>Dream Eater's Caress</name>
			<text>A creature that ends its turn grappled by a dream eater is restrained until the end of its next turn, it takes 5 (1d4 + 3) psychic damage, and the dream eater gains the same number of temporary hit points.</text>
		</action>
		<action>
			<name>Lotus Scent (Recharge 6)</name>
			<text>The dream eater secretes an oily chemical that most creatures find intoxicating. All living creatures within 30 feet must succeed on a DC 14 Constitution saving throw against poison or be poisoned for 2d4 rounds. While poisoned this way, the creature is stunned. Creatures that successfully save are immune to that dream eater's lotus scent for 24 hours.</text>
		</action>
		<action>
			<name>Waking Dreams (1/Day)</name>
			<text>Every creature within 20 feet of the dream eater must make a DC 16 Charisma saving throw. Those that fail enter waking dreams and are confused (as the spell) for 6 rounds. On turns when the creature can act normally (rolls 9 or 10 for the confusion effect), it can repeat the saving throw at the end of its turn, and the effect ends early on a successful save.</text>
		</action>
	</monster>
	<monster>
		<name>Drowned Maiden</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>90 (20d8)</hp>
		<speed>30 ft., swim 40 ft.</speed>
		<str>15</str>
		<dex>16</dex>
		<con>10</con>
		<int>10</int>
		<wis>12</wis>
		<cha>18</cha>
		<save>Dex +6, Cha +7</save>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common</languages>
		<cr>5</cr>
		<trait>
			<name>Grasping Hair</name>
			<text>The drowned maiden's hair attacks as though it were three separate limbs, each of which can be attacked (AC 19; 15 hit points; immunity to necrotic, poison, and psychic damage; resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't silvered). A lock of hair can be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The drowned maiden's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: disguise self, silence</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The drowned maiden makes two claw attacks and one hair attack, each of which it can replace with one kiss attack.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 3) slashing damage.</text>
			<attack>Claw|6|1d8+3</attack>
		</action>
		<action>
			<name>Hair</name>
			<text>Melee Weapon Attack: +6 to hit, reach 20 ft., one target. Hit: 14 (2d10 + 3) slashing damage, and the target is grappled (escape DC 16). Three creatures can be grappled at a time.</text>
			<attack>Hair|6|2d10+3</attack>
		</action>
		<action>
			<name>Kiss</name>
			<text>The drowned maiden can kiss one target that is grappled and adjacent to her. The target must succeed on a DC 15 Charisma saving throw or take 1d6 Strength damage.</text>
		</action>
		<action>
			<name>Reel</name>
			<text>The drowned maiden pulls a grappled creature of Large size or smaller up to 15 feet straight toward herself.</text>
		</action>
	</monster>
	<monster>
		<name>Duskthorn Dryad</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic</alignment>
		<ac>17 (natural armor)</ac>
		<hp>77 (14d8+14)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>20</dex>
		<con>13</con>
		<int>14</int>
		<wis>15</wis>
		<cha>24</cha>
		<save>Con +3, Wis +4</save>
		<skill>Animal Handling +4, Deception +9, Nature +6, Perception +4, Persuasion +9, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Elvish, Sylvan, Umbral</languages>
		<cr>3</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dryad's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: dancing lights, druidcraft</text>
			<text>3/day each: charm person, entangle, invisibility, magic missile</text>
			<text>1/day each: barkskin, counterspell, dispel magic, fog cloud, shillelagh, suggestion, wall of thorns</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The dryad has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Speak with Beasts and Plants</name>
			<text>The dryad can communicate with beasts and plants as if they shared a language.</text>
		</trait>
		<trait>
			<name>Tree Stride</name>
			<text>Once on her turn, the dryad can use 10 feet of her movement to step magically into one dead tree within her reach and emerge from a second dead tree within 60 feet of the first tree, appearing in an unoccupied space within 5 feet of the second tree. Both trees must be Large or bigger.</text>
		</trait>
		<trait>
			<name>Tree Dependent</name>
			<text>The dryad is mystically bonded to her duskthorn vines and must remain within 300 yards of them or become poisoned. If she remains out of range of her vines for 24 hours, she suffers 1d6 Constitution damage, and another 1d6 points of Constitution damage every day that follows - eventually, this separation kills the dryad. A dryad can bond with new vines by performing a 24-hour ritual.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.</text>
			<attack>Dagger|7|1d4+5</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.</text>
			<attack>Longbow|7|1d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Dullahan</name>
		<size>L</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>178 (17d10+85)</hp>
		<speed>60 ft.</speed>
		<str>19</str>
		<dex>18</dex>
		<con>20</con>
		<int>13</int>
		<wis>15</wis>
		<cha>17</cha>
		<skill>Intimidation +7, Perception +6, Persuasion +7, Survival +6</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>necrotic</immune>
		<conditionImmune>charmed, frightened, exhaustion</conditionImmune>
		<senses>blindsight 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>11</cr>
		<trait>
			<name>Baleful Glare</name>
			<text>When a creature that can see the eyes of the dullahan's severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn't incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan's Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.</text>
		</trait>
		<trait>
			<name>Deathly Doom (1/Day)</name>
			<text>As a bonus action, the dullahan magically dooms a creature. The dullahan knows the direction to the doomed creature as long as it is on the same plane.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The dullahan's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The dullahan can innately cast the following spells, requiring no material or somatic components:</text>
			<text>At will: bane, chill touch, hex, knock</text>
			<text>3/day each: false life, see invisibility</text>
			<text>1/day: blight</text>
		</trait>
		<trait>
			<name>Relentless Advance</name>
			<text>The dullahan is unaffected by difficult terrain, and can ride over water and other liquid surfaces.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dullahan makes two attacks with its spine whip.</text>
		</action>
		<action>
			<name>Spine Whip</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) slashing damage plus 10 (3d10) necrotic damage. If the target is a creature it must make a DC 15 Constitution saving throw or be wracked with pain and fall prone.</text>
			<attack>Spine Whip|8|2d10+4</attack>
		</action>
		<action>
			<name>Seal the Doom</name>
			<text>The dullahan points at a creature marked by Deathly Doom within 40 feet than it can see. The creature must succeed at a DC 15 Constitution saving throw against this magic or immediately drop to 0 hit points. A creature that successfully saves is immune to this effect for 24 hours.</text>
		</action>
		<reaction>
			<name>Interposing Glare</name>
			<text>When the dullahan is hit by a melee attack it can move its severed head in front of the attacker's face. The attacker is affected by the dullahan's Baleful Glare immediately. If the creature is averting its eyes this turn, it must still make the save, but does so with advantage.</text>
		</reaction>
	</monster>
	<monster>
		<name>Dune Mimic</name>
		<size>H</size>
		<type>monstrosity (shapechanger),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>168 (16d12+64)</hp>
		<speed>10 ft.</speed>
		<str>20</str>
		<dex>8</dex>
		<con>18</con>
		<int>9</int>
		<wis>13</wis>
		<cha>10</cha>
		<skill>Perception +4</skill>
		<immune>acid</immune>
		<conditionImmune>prone</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 30 ft.</senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>8</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The dune mimic can use its action to polymorph into a Huge object or terrain feature (maximum area 25 x 25 feet) or back into its true, amorphous form. Since its coating of dust, sand, and gravel can't be hidden, it usually disguises itself as a terrain feature or eroded ruin. 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.</text>
		</trait>
		<trait>
			<name>Adhesive (Object or Terrain Form Only)</name>
			<text>The dune mimic adheres to anything that touches it. A creature adhered to the dune mimic is also grappled by it (escape DC 15). Ability checks made to escape this grapple have disadvantage. The dune mimic can harden its outer surface, so only the creatures it chooses are affected by this trait.</text>
		</trait>
		<trait>
			<name>False Appearance (Object or Terrain Form Only)</name>
			<text>While the dune mimic remains motionless, it is indistinguishable from an ordinary object or terrain feature.</text>
		</trait>
		<trait>
			<name>Grappler</name>
			<text>The dune mimic has advantage on attack rolls against a creature grappled by it.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dune mimic makes four pseudopod attacks.</text>
		</action>
		<action>
			<name>Pseudopod</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If the dune mimic is in object or terrain form, the target is subjected to the mimic's Adhesive trait.</text>
			<attack>Pseudopod|8|2d8+5</attack>
		</action>
		<action>
			<name>Engulf</name>
			<text>The dune mimic engulfs all creatures it has grappled. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the dune mimic, and takes 18 (4d8) acid damage at the start of each of the dune mimic's turns. When the dune mimic moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the dune mimic.</text>
		</action>
	</monster>
	<monster>
		<name>Eala</name>
		<size>S</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural)</ac>
		<hp>40 (9d6+9)</hp>
		<speed>10 ft., fly, 60 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>12</con>
		<int>2</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +5</save>
		<immune>fire</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>2</cr>
		<action>
			<name>Multiattack</name>
			<text>The eala makes two attacks with its wing blades.</text>
		</action>
		<action>
			<name>Wing Blades</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</text>
			<attack>Wing Blades|5|1d8+3</attack>
		</action>
		<action>
			<name>Fire Breath (recharge 5-6)</name>
			<text>The eala breathes fire in a 20-foot cone. Every creature in the area must make a DC 11 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save or half as much on a successful one. The eala's fire breath ignites flammable objects and melts soft metals in the area that aren't being worn or carried.</text>
		</action>
		<reaction>
			<name>Swan Song</name>
			<text>When the eala is reduced to 0 hit points, it can use its last breath sing a plaintive and beautiful melody. Creatures within 20 feet that can hear the eala must succeed on a DC 13 Charisma saving throw or be incapacitated for 1 round. A creature incapacitated in this way has its speed reduced to 0.</text>
		</reaction>
	</monster>
	<monster>
		<name>Eater Of Dust (Yakat-Shi)</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>114 (12d8+60)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>20</con>
		<int>10</int>
		<wis>15</wis>
		<cha>17</cha>
		<save>Str +9, Con +9, Cha +7</save>
		<skill>Athletics +9, Intimidation +7, Perception +6</skill>
		<resist>acid, cold</resist>
		<immune>bludgeoning, piercing, poison and slashing from nonmagical weapons</immune>
		<conditionImmune>blindness, lightning, poisoned</conditionImmune>
		<senses>blindsight 60 ft</senses>
		<passive>16</passive>
		<languages> understands Abyssal, Common, Infernal, Void Speech, but cannot speak; telepathy 100 ft.</languages>
		<cr>9</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The eater of dust's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>3/day each: freedom of movement, inflict wounds, true strike</text>
			<text>1/day each: cure wounds (as 3rd level), magic weapon (as 6th level), misty step</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The eater of dust regains 5 hit points at the start of its turn. If it takes fire damage, this trait does not function at the start of its next turn. The eater of dust dies only if it starts its turn with 0 hit points and does not regenerate.</text>
		</trait>
		<trait>
			<name>Unending Hunger</name>
			<text>An eater of dust can devour any substance with its mawblade, regardless of composition, and never get full. It can even gain nourishment from eating dust or soil (hence the name given to the race by various fiends). If an eater of dust's mawblade is ever stolen, lost, or destroyed, it slowly starves to death.</text>
		</trait>
		<trait>
			<name>Weapon Bond</name>
			<text>A mawblade is part of the eater of dust. It can strike any creature as if it were magically enchanted and made of silver, iron, or other materials required to overcome immunities or resistances. An eater of dust always knows the location of its mawblade as if using the locate creature spell.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The eater of dust makes two mawblade attacks, or makes one mawblade attack and casts inflict wounds.</text>
		</action>
		<action>
			<name>Mawblade</name>
			<text>Melee Weapon Attack: +9 to hit, one target. Hit: 19 (4d6 + 5) piercing damage, and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Mawblade|9|4d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Edimmu</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15</ac>
		<hp>75 (10d8+30)</hp>
		<speed>0 ft., fly 60 ft. (hover)</speed>
		<str>1</str>
		<dex>19</dex>
		<con>16</con>
		<int>12</int>
		<wis>13</wis>
		<cha>13</cha>
		<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>blindsight 60 ft.</senses>
		<passive>11</passive>
		<languages> Common but can't speak</languages>
		<cr>4</cr>
		<trait>
			<name>Rejuvenation</name>
			<text>If destroyed, an edimmu rises again in 2d4 days. Permanently destroying one requires properly burying its mortal remains in consecrated or hallowed ground. Edimmus rarely venture more than a mile from the place of their death.</text>
		</trait>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The edimmu can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<action>
			<name>Water Siphon</name>
			<text>Melee Spell Attack: +7 to hit, reach 5 ft., one creature. Hit: 21 (6d6) necrotic damage. The target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken and it is stunned for 1 minute and gains one level of exhaustion. A stunned creature repeats the saving throw at the end of each of its turns, ending the stun on itself on a success. The hit point reduction lasts until the creature finishes a long rest and drinks abundant water or until it is affected by greater restoration or comparable magic. The target dies if this effect reduces its hit point maximum to 0.</text>
			<attack>Water Siphon|7|6d6</attack>
		</action>
	</monster>
	<monster>
		<name>Eel Hound</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>77 (14d8+14)</hp>
		<speed>30 ft., swim 40 ft.</speed>
		<str>19</str>
		<dex>16</dex>
		<con>13</con>
		<int>6</int>
		<wis>13</wis>
		<cha>16</cha>
		<skill>Perception +3, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Sylvan</languages>
		<cr>2</cr>
		<trait>
			<name>Amphibious</name>
			<text>The eel hound can breathe air and water.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The eel hound has advantage on an attack roll against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Slick Spittle</name>
			<text>By spending 2 rounds dribbling spittle on an area, an eel hound can cover a 5-foot square with its slippery saliva. This area is treated as if under the effects of a grease spell, but it lasts for 1 hour.</text>
		</trait>
		<trait>
			<name>Slithering Bite</name>
			<text>A creature an eel hound attacks can't make opportunity attacks against it until the start of the creature's next turn.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target is grappled (escape DC 14).</text>
			<attack>Bite|6|1d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Einherjar</name>
		<size>M</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>18 (chain mail and shield)</ac>
		<hp>119 (14d8+56)</hp>
		<speed>30 ft.</speed>
		<str>19</str>
		<dex>16</dex>
		<con>19</con>
		<int>10</int>
		<wis>14</wis>
		<cha>11</cha>
		<skill>Animal Handling +5, Intimidation +6, Perception +5</skill>
		<resist>piercing weapons that are nonmagical</resist>
		<senses>darkvision 60 ft., truesight 60 ft.</senses>
		<passive>15</passive>
		<languages> Celestial, Common</languages>
		<cr>7</cr>
		<trait>
			<name>Asgardian Battleaxes</name>
			<text>Made in Valhalla and kept keen with runic magic, Asgardian axes have a +2 enchantment and add a second die of weapon damage. Their magic must be renewed each week by a valkyrie or Odin's own hand.</text>
		</trait>
		<trait>
			<name>Battle Loving</name>
			<text>Einherjars relish combat and never turn down a challenge to single combat or shirk a fight, even if the odds are hopeless. After all, Valhalla awaits them.</text>
		</trait>
		<trait>
			<name>Battle Frenzy</name>
			<text>Once reduced to 30 hp or less, einherjar make all attacks with advantage.</text>
		</trait>
		<trait>
			<name>Fearsome Gaze</name>
			<text>The stare of an einherjar is especially piercing and intimidating. They make Intimidation checks with advantage.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The einherjar's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
		</trait>
		<trait>
			<name>At will</name>
			<text>less, spare the dying</text>
		</trait>
		<trait>
			<name>1/day each</name>
			<text>eath ward, spirit guardians</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>An einherjar makes three attacks with its Asgardian battleaxe or one with its handaxe.</text>
		</action>
		<action>
			<name>Asgardian Battleaxe</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) slashing damage when used one handed or 17 (2d10 + 6) when used two-handed.</text>
			<attack>Asgardian Battleaxe|9|2d8+6</attack>
		</action>
		<action>
			<name>Handaxe</name>
			<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Handaxe|7|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Eleinomae</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>13</str>
		<dex>19</dex>
		<con>16</con>
		<int>14</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Str +4, Dex +7, Con +6, Int +5, Wis +5, Cha +7</save>
		<skill>Deception +7, Insight +5, Perception +5</skill>
		<senses></senses>
		<passive>15</passive>
		<languages> Aquan, Common, Elvish, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Unearthly Grace</name>
			<text>The eleinomae's Charisma modifier is added to its armor class (included above).</text>
		</trait>
		<trait>
			<name>Reed Walk</name>
			<text>The eleinomae can move across undergrowth or rivers without making an ability check. Additionally, difficult terrain of this kind doesn't cost it extra moment.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The eleinomae's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: dancing lights</text>
			<text>3/day each: charm person, suggestion</text>
			<text>2/day each: hallucinatory terrain, major image</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The eleinomae makes three dagger attacks and one reed flower net attack.</text>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) slashing damage plus 3 (1d6) poison damage.</text>
			<attack>Dagger|7|1d4+4</attack>
		</action>
		<action>
			<name>Reed Flower Net</name>
			<text>Ranged Weapon Attack: +7 to hit, range 5/15 ft., one Large or smaller creature. Hit: The target has disadvantage on Wisdom saving throws for 1 minute, and is restrained. A creature can free itself or another creature within reach from restraint by using an action to make a successful DC 15 Strength check or by doing 5 slashing damage to the net (AC 10).</text>
			<attack>Reed Flower Net|7|</attack>
		</action>
	</monster>
	<monster>
		<name>Elemental Locus</name>
		<size>G</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>290 (20d20+80)</hp>
		<speed>5 ft.</speed>
		<str>28</str>
		<dex>1</dex>
		<con>18</con>
		<int>10</int>
		<wis>11</wis>
		<cha>11</cha>
		<save>Int +6, Wis +6, Cha +6</save>
		<skill>Nature +6, Perception +6</skill>
		<resist>bludgeoning, piercing, and slashing</resist>
		<immune>acid, cold, fire, lightning, poison, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
		<senses>darkvision 120 ft., tremorsense 120 ft.</senses>
		<passive>16</passive>
		<languages> Primordial</languages>
		<cr>17</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The elemental locus has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Immortal</name>
			<text>The elemental locus does not age and does not die when it drops to 0 hit points. If the elemental locus drops to 0 hit points, it falls into a quiescent state for 25 weeks before returning to activity with full hit points. Its spawned elementals continue fighting whatever enemies attacked the elemental locus; if no enemies are present, they defend the locus's area.</text>
		</trait>
		<trait>
			<name>Massive</name>
			<text>The elemental locus is larger than most Gargantuan creatures, occupying a space of 60 by 60 feet. Its movement is not affected by difficult terrain or by Huge or smaller creatures. Other creatures can enter and move through the elemental locus's space, but they must make a successful DC 20 Strength (Athletics) check after each 10 feet of movement. Failure indicates they fall prone and can move no farther that turn.</text>
		</trait>
		<trait>
			<name>Spawn Elementals</name>
			<text>As a bonus action, the elemental locus loses 82 hit points and spawns an air, earth, fire, or water elemental to serve it. Spawned elementals answer to their creator's will and are not fully independent. The types of elementals the locus can spawn depend on the terrain it embodies; for example, an elemental locus of the desert can spawn earth, fire, and air elementals, but not water.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The elemental locus deals double damage to objects and structures.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The elemental locus makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +15 to hit, reach 15 ft., one target. Hit: 36 (6d8 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 23 Strength saving throw or be knocked prone.</text>
			<attack>Slam|15|6d8+9</attack>
		</action>
	</monster>
	<monster>
		<name>Shadow Fey</name>
		<size>M</size>
		<type>humanoid (elf),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>31 (7d8)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>10</con>
		<int>11</int>
		<wis>11</wis>
		<cha>13</cha>
		<skill>Arcana +2, Perception +2</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Elvish, Umbral</languages>
		<cr>1/4</cr>
		<trait>
			<name>Fey Ancestry</name>
			<text>The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.</text>
			<text>1/day: misty step (when in shadows, dim light, or darkness only)</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Traveler in Darkness</name>
			<text>The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</text>
		</trait>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Shortsword|4|1d6+2</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Shortbow|4|1d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Shadow Fey Duelist</name>
		<size>M</size>
		<type>humanoid (elf),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (studded leather)</ac>
		<hp>117 (18d8+36)</hp>
		<speed>30 ft.</speed>
		<str>13</str>
		<dex>20</dex>
		<con>14</con>
		<int>13</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +8, Con +5, Wis +4, Cha +6</save>
		<skill>Arcana +4, Deception +6, Perception +4, Stealth +8</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Elvish, Umbral</languages>
		<cr>6</cr>
		<trait>
			<name>Fey Ancestry</name>
			<text>The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.</text>
			<text>3/day: misty step (when in shadows, dim light, or darkness only)</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Traveler in Darkness</name>
			<text>The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shadow fey makes two rapier attacks. If it has a dagger drawn, it can also make one dagger attack.</text>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage, and a target creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1 minute. A poisoned creature repeats the save at the end of each of its turns, ending the effect on a success.</text>
			<attack>Dagger|8|1d4+5</attack>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 7 (2d6) poison damage.</text>
			<attack>Rapier|8|1d8+5</attack>
		</action>
		<reaction>
			<name>Parry</name>
			<text>The shadow fey duelist adds 3 to its AC against one melee attack that would hit it. To do so, the duelist must see the attacker and be wielding a melee weapon.</text>
		</reaction>
	</monster>
	<monster>
		<name>Shadow Fey Enchantress</name>
		<size>M</size>
		<type>humanoid (shadow fey),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (breastplate)</ac>
		<hp>123 (19d8+38)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>15</dex>
		<con>14</con>
		<int>12</int>
		<wis>17</wis>
		<cha>18</cha>
		<save>Dex +5, Wis +6, Cha +7</save>
		<skill>Arcana +4, Deception +7, Perception +6, Persuasion +7, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elvish, Umbral</languages>
		<cr>7</cr>
		<trait>
			<name>Fey Ancestry</name>
			<text>The shadow fey has advantage on saving throws against being charmed, and magic can't put her to sleep.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow fey's innate spellcasting ability is Charisma. She can cast the following spells innately, requiring no material components.</text>
			<text>4/day: misty step (when in shadows, dim light, or darkness only)</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The shadow fey is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 15, +7 to hit with spell attacks). She knows the following bard spells.</text>
			<text>Cantrips (at will): blade ward, friends, message, vicious mockery</text>
			<text>1st level (4 slots): bane, charm person, faerie fire</text>
			<text>2nd level (3 slots): enthrall, hold person</text>
			<text>3rd level (3 slots): conjure fey, fear, hypnotic pattern</text>
			<text>4th level (3 slots): confusion, greater invisibility, phantasmal killer</text>
			<text>5th level (2 slots): animate objects, dominate person, hold monster</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Traveler in Darkness</name>
			<text>The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shadow fey makes two rapier attacks.</text>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage plus 17 (5d6) psychic damage.</text>
			<attack>Rapier|5|1d8+2</attack>
		</action>
		<action>
			<name>Beguiling Whispers (recharge 5-6)</name>
			<text>The shadow fey speaks sweet words to a creature she can see within 60 feet, that can hear the enchantress. The creature must succeed on a DC 15 Charisma saving throw or be charmed for 1 minute. While charmed in this way, the creature has disadvantage on Wisdom and Charisma saving throws made to resist spells cast by the enchantress.</text>
		</action>
		<action>
			<name>Leadership (recharges after a Short or Long Rest)</name>
			<text>The enchantress can utter a special command or warning to a creature she can see within 30 feet of her. The creature must not be hostile to the enchantress and it must be able to hear (the command is inaudible to all but the target creature). For 1 minute, the creature adds a d4 to its attack rolls and saving throws. A creature can benefit from only one enchantress's Leadership at a time. This effect ends if the enchantress is incapacitated.</text>
		</action>
	</monster>
	<monster>
		<name>Shadow Fey Forest Hunter</name>
		<size>M</size>
		<type>humanoid (elf),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>104 (19d8+19)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>18</dex>
		<con>12</con>
		<int>11</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +7, Con +4, Cha +6</save>
		<skill>Arcana +3, Perception +4, Stealth +10, Survival +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Elvish, Umbral</languages>
		<cr>5</cr>
		<trait>
			<name>Fey Ancestry</name>
			<text>The shadow fey has advantage on saving throws against being charmed, and magic can't put it to sleep.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.</text>
			<text>3/day: misty step (when in shadows, dim light, or darkness only)</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/turn)</name>
			<text>The shadow fey forest hunter does an extra 7 (2d6) damage when it hits a target with a weapon attack that had advantage, or when the target is within 5 feet of an ally of the forest hunter that isn't incapacitated and the forest hunter doesn't have disadvantage on the attack roll.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Traveler in Darkness</name>
			<text>The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shadow fey makes two ranged attacks.</text>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</text>
			<attack>Rapier|7|1d8+4</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage plus 7 (2d6) poison damage.</text>
			<attack>Longbow|7|1d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Shadow Fey Guardian</name>
		<size>L</size>
		<type>humanoid (elf),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>110 (13d10+39)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>14</dex>
		<con>16</con>
		<int>6</int>
		<wis>14</wis>
		<cha>8</cha>
		<save>Str +6, Con +5</save>
		<skill>Athletics +6, Perception +4</skill>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Elvish, Umbral</languages>
		<cr>4</cr>
		<trait>
			<name>Fey Ancestry</name>
			<text>The shadow fey guardian has advantage on saving throws against being charmed, and magic can't put it to sleep</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow fey's innate spellcasting ability is Charisma. It can cast the following spells innately, requiring no material components.</text>
			<text>1/day: misty step (when in shadows, dim light, or darkness only)</text>
		</trait>
		<trait>
			<name>Shadow's Vigil</name>
			<text>The shadow fey has advantage on Wisdom (Perception) checks, and magical darkness does not inhibit its darkvision.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow fey has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Traveler in Darkness</name>
			<text>The shadow fey has advantage on Intelligence (Arcana) checks made to know about shadow roads and shadow magic spells or items.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shadow fey makes two pike attacks.</text>
		</action>
		<action>
			<name>Pike</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 15 (2d10 + 4) piercing damage.</text>
			<attack>Pike|6|2d10+4</attack>
		</action>
		<action>
			<name>Javelin</name>
			<text>Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 11 (2d6 + 4) piercing damage.</text>
			<attack>Javelin|6|2d6+4</attack>
		</action>
		<reaction>
			<name>Protect</name>
			<text>The shadow fey guardian imposes disadvantage on an attack roll against an ally within 5 feet. The guardian must be wielding a melee weapon to use this reaction.</text>
		</reaction>
	</monster>
	<monster>
		<name>Emerald Eye</name>
		<size>T</size>
		<type>construct,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14</ac>
		<hp>54 (12d4+24)</hp>
		<speed>0 ft., fly 30 ft. (hover)</speed>
		<str>3</str>
		<dex>15</dex>
		<con>14</con>
		<int>15</int>
		<wis>12</wis>
		<cha>16</cha>
		<save>Dex +4, Con +4, Int +4</save>
		<skill>Acrobatics +4, Arcana +4, Deception +5, History +4, Perception +3, Persuasion +5, Religion +4</skill>
		<resist>cold, fire; piercing damage</resist>
		<immune>poison</immune>
		<conditionImmune>blinded, deafened, exhausted, paralyzed, petrified, poisoned, prone, unconscious</conditionImmune>
		<senses></senses>
		<passive>13</passive>
		<languages> Common, Draconic, telepathy 250 ft.</languages>
		<cr>1</cr>
		<trait>
			<name>Bound</name>
			<text>An emerald eye cannot move more than 25 feet away from the creature that it is psychically linked to. It begins existence bound to its creator, but a free emerald eye can bind itself to another creature as in the Bind action.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The emerald eye is immune to any spell or effect that would alter its form.</text>
		</trait>
		<action>
			<name>Slash</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 14 (5d4 + 2) slashing damage.</text>
			<attack>Slash|4|5d4+2</attack>
		</action>
		<action>
			<name>Attraction (Recharge 5-6)</name>
			<text>An emerald eye can compel one creature to move toward a particular person or object. If the creature fails a DC 13 Charisma saving throw, it feels a powerful compulsion to move toward whatever the emerald eye chooses. The target creature must be within 25 feet of the emerald eye when attraction is triggered, but the creature is then free to move beyond this range while remaining under the effect. Nothing seems out of the ordinary to the creature, but it does not knowingly put itself or its allies in harm's way to reach the object. The creature may attempt another DC 13 Charisma saving throw at the start of each of its turns; a success ends the effect.</text>
		</action>
		<action>
			<name>Bind (3/Day)</name>
			<text>The emerald eye can bind itself psychically to a creature with an Intelligence of 6 or greater. The attempt fails if the target succeeds on a DC 13 Charisma saving throw. The attempt is unnoticed by the target, regardless of the result.</text>
		</action>
		<action>
			<name>Telepathic Lash (3/Day)</name>
			<text>An emerald eye can overwhelm one humanoid creature within 25 feet with emotions and impulses the creature is hard-pressed to control. If the target fails a DC 13 Wisdom saving throw, it is stunned for 1 round.</text>
		</action>
	</monster>
	<monster>
		<name>Empty Cloak</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13 (natural armor)</ac>
		<hp>45 (10d8)</hp>
		<speed>0 ft., fly 40 ft.</speed>
		<str>18</str>
		<dex>14</dex>
		<con>10</con>
		<int>10</int>
		<wis>10</wis>
		<cha>1</cha>
		<save>Dex +4, Con +2</save>
		<skill>Stealth +4</skill>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> understands Elvish and Umbral but can't speak</languages>
		<cr>1/2</cr>
		<trait>
			<name>Diligent Sentinel</name>
			<text>Empty cloaks are designed to watch for intruders. They gain advantage on Wisdom (Perception) checks.</text>
		</trait>
		<trait>
			<name>Shadow Construction</name>
			<text>Empty cloaks are designed with a delicate shadow construction. They burst into pieces, then dissipate into shadow, on a critical hit.</text>
		</trait>
		<trait>
			<name>Wrapping Embrace</name>
			<text>Empty cloaks can share the same space as one Medium or smaller creature. The empty cloak has advantage on attack rolls against any creature in the same space with it.</text>
		</trait>
		<action>
			<name>Razor Cloak</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.</text>
			<attack>Razor Cloak|6|1d8+4</attack>
		</action>
		<action>
			<name>Shadow Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 6 (1d4 + 4) bludgeoning damage.</text>
			<attack>Shadow Slam|6|1d4+4</attack>
		</action>
		<action>
			<name>Shadow Snare</name>
			<text>Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: Large or smaller creatures are restrained. To escape, the restrained creature or an adjacent ally must use an action to make a successful DC 14 Strength check. The shadow snare has 15 hit points and AC 12.</text>
		</action>
	</monster>
	<monster>
		<name>Eonic Drifter</name>
		<size>M</size>
		<type>humanoid (human),tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>13 (leather armor)</ac>
		<hp>65 (10d8+20)</hp>
		<speed>30 ft.</speed>
		<str>9</str>
		<dex>14</dex>
		<con>14</con>
		<int>18</int>
		<wis>11</wis>
		<cha>13</cha>
		<skill>Arcana +6, History +6</skill>
		<senses></senses>
		<passive>10</passive>
		<languages> Common, Eonic, Giant, Sylvan</languages>
		<cr>1</cr>
		<action>
			<name>Multiattack</name>
			<text>The eonic drifter can either use Drift Backward or make two attacks with its time warping staff. The eonic drifter's future self (if present) can only use Drift Forward.</text>
		</action>
		<action>
			<name>Time Warping Staff</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) bludgeoning damage.</text>
			<attack>Time Warping Staff|4|1d10+2</attack>
		</action>
		<action>
			<name>Drift Backward (1/Day)</name>
			<text>A future self of the eonic drifter materializes in an unoccupied space within 30 feet of the drifter. The future self has the eonic drifter's stats and its full hit points, and it takes its turn immediately after its present self. Killing the original eonic drifter makes its future self disappear. If the present self sees its future self die, the eonic drifter must make a DC 13 Wisdom saving throw. There is no effect if the save succeeds. If the saving throw fails, roll 1d6 to determine the effect on the eonic drifter: 1 = frightened, 2 = incapacitated, 3 = paralyzed, 4 = unconscious, 5 or 6 = has disadvantage on attack rolls and ability checks. These effects last 1d4 rounds.</text>
		</action>
		<action>
			<name>Drift Forward (2/Day)</name>
			<text>The future self makes a time warping staff attack against a target. If the attack hits, instead of causing bludgeoning damage, both the target and the attacker jump forward through time, effectively ceasing to exist in the present time. They reappear in the same locations 1d4 rounds later, at the end of the present self's turn. Creatures occupying those locations at that moment are pushed 5 feet in a direction of their own choosing. The target of the drift (but not the future self) must then make a DC 13 Wisdom saving throw, with effects identical to those for the eonic drifter witnessing the death of its future self (see Drift Backward). The future self doesn't reappear after using this ability the second time; only the target of the drift reappears from the second use. This does not trigger a saving throw for the present self.</text>
		</action>
	</monster>
	<monster>
		<name>Erina Scrounger</name>
		<size>S</size>
		<type>humanoid (erina),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>12 (leather armor)</ac>
		<hp>22 (4d6+8)</hp>
		<speed>20 ft., burrow 20 ft.</speed>
		<str>9</str>
		<dex>12</dex>
		<con>14</con>
		<int>13</int>
		<wis>10</wis>
		<cha>11</cha>
		<resist>poison</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common, Erina</languages>
		<cr>1/4</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The erina has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Hardy</name>
			<text>The erina has advantage on saving throws against poison.</text>
		</trait>
		<trait>
			<name>Spines</name>
			<text>An enemy who hits the erina with a melee attack while within 5 feet of it takes 2 (1d4) piercing damage.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) slashing damage.</text>
			<attack>Dagger|3|1d4+2</attack>
		</action>
		<action>
			<name>Sling</name>
			<text>Ranged Weapon Attack: +3 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.</text>
			<attack>Sling|3|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Erina Defender</name>
		<size>S</size>
		<type>humanoid (erina),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>44 (8d6+16)</hp>
		<speed>20 ft., burrow 20 ft.</speed>
		<str>11</str>
		<dex>14</dex>
		<con>14</con>
		<int>13</int>
		<wis>12</wis>
		<cha>11</cha>
		<skill>Athletics +4, Perception +3</skill>
		<resist>poison</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Erina</languages>
		<cr>1</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The erina has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Hardy</name>
			<text>The erina has advantage on saving throws against poison.</text>
		</trait>
		<trait>
			<name>Spines</name>
			<text>An enemy who hits the erina with a melee attack while within 5 feet of it takes 5 (2d4) piercing damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The erina defender makes two attacks.</text>
		</action>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2)</text>
			<attack>Shortsword|4|1d6+2</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Shortbow|4|1d6+2</attack>
		</action>
		<reaction>
			<name>Protect</name>
			<text>The erina imposes disadvantage on an attack roll made against an ally within 5 feet of the erina defender.</text>
		</reaction>
	</monster>
	<monster>
		<name>Far Darrig</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (hide armor)</ac>
		<hp>104 (16d6+48)</hp>
		<speed>20 ft.</speed>
		<str>15</str>
		<dex>16</dex>
		<con>17</con>
		<int>11</int>
		<wis>15</wis>
		<cha>17</cha>
		<save>Dex +5, Con +7, Cha +7</save>
		<skill>Nature +4, Animal Handling +6, Medicine +6, Perception +6, Survival +6</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The far darrig's innate spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>Constant: magic weapon (antler glaive only), speak with animals</text>
			<text>At will: calm emotions, charm animal (as charm person but affects beasts only), cure wounds, detect poison and disease, water breathing, water walk</text>
			<text>3/day each: barkskin, conjure woodland beings, hold animal (as hold person but affects beasts only), jump, longstrider</text>
			<text>1/day each: commune with nature, freedom of movement, nondetection, tree stride</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The far darrig makes four antler glaive attacks.</text>
		</action>
		<action>
			<name>Antler Glaive</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft. or 10 ft., one target. Hit: 7 (1d10 + 2) slashing damage and the target must make a successful DC 13 Strength saving throw or either be disarmed or fall prone; the attacking far darrig chooses which effect occurs.</text>
			<attack>Antler Glaive|4|1d10+2</attack>
		</action>
		<action>
			<name>Enchanted Glaive Maneuvers</name>
			<text>A far darrig can magically extend or shrink its antler glaive as a bonus action to give it either a 10-foot or 5-foot reach.</text>
		</action>
	</monster>
	<monster>
		<name>Fate Eater</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>182 (28d8+56)</hp>
		<speed>40 ft., climb 40 ft.</speed>
		<str>18</str>
		<dex>12</dex>
		<con>14</con>
		<int>18</int>
		<wis>16</wis>
		<cha>9</cha>
		<save>Con +5</save>
		<skill>Arcana +7, History +7, Insight +6, Religion +7</skill>
		<conditionImmune>charmed, unconscious</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>13</passive>
		<languages> telepathy 100 ft.</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The fate eater's innate spellcasting ability is Intelligence (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>1/day each: blink, hallucinatory terrain</text>
		</trait>
		<trait>
			<name>Visionary Flesh</name>
			<text>Eating the flesh of a fate eater requires a DC 15 Constitution saving throw. If successful, the eater gains a divination spell. If failed, the victim vomits blood and fails the next saving throw made in combat.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 26 (5d8 + 4) slashing damage plus 11 (2d10) necrotic damage.</text>
			<attack>Bite|7|5d8+4</attack>
		</action>
		<action>
			<name>Spectral Bite</name>
			<text>When a fate eater scores a critical hit against a target, it damages not only the creature but also the threads of its fate, changing the character's past or future. The target must roll 1d6 on the chart below for each critical hit that isn't negated by a successful DC 15 Charisma saving throw:</text>
			<text>1- Seeing the Alternates: Suffers the effects of the confusion spell for 1d4 rounds</text>
			<text>2- Untied from the Loom: Character’s speed is randomized for four rounds. Roll 3d20 at the start of each of the character’s turns to determine his or her speed in feet that turn</text>
			<text>3- Shifting Memories: Permanently loses 2 from a random skill and gains 2 in a random untrained skill</text>
			<text>4- Not So Fast: Loses the use of one class ability, chosen at random</text>
			<text>5- Lost Potential: Loses 1 point from one randomly chosen ability score</text>
			<text>6- Took the Lesser Path: The character’s current hit point total becomes his or her hit point maximum</text>
			<text>Effects 3-6 are permanent until the character makes a successful Charisma saving throw. The saving throw is repeated after every long rest, but the DC increases by 1 after every long rest, as the character becomes more entrenched in this new destiny. Otherwise, these new fates can be undone by nothing short of a wish spell or comparable magic.</text>
		</action>
	</monster>
	<monster>
		<name>Fear Smith</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>123 (19d8+38)</hp>
		<speed>40 ft., climb 15 ft.</speed>
		<str>11</str>
		<dex>17</dex>
		<con>14</con>
		<int>11</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Wis +6</save>
		<skill>Intimidation +6, Stealth +7</skill>
		<resist>bludgeoning, piercing, and slashing from weapons that aren't made of cold iron</resist>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>blindsight 30 ft.</senses>
		<passive>12</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>10</cr>
		<trait>
			<name>Distortion Gaze</name>
			<text>Those who meet the gaze of the fear smith experience the world seeming to twist at unnatural angles beneath their feet. When a creature that can see the fear smith's eye starts its turn within 30 feet of the fear smith, the creature must make a successful DC 16 Wisdom saving throw or become disoriented. While disoriented, the creature falls prone each time it tries to move or take the Dash or Disengage action. To recover from disorientation, a creature must start its turn outside the fear smith's gaze and make a successful DC 16 Wisdom saving throw. To use this ability, the fear smith can't be incapacitated and must see the affected creature. A creature that isn't surprised can avert its eyes at the start of its turn to avoid the effect. In that case, no saving throw is necessary but the creature treats the fear smith as invisible until the start of the creature's next turn. If during its turn the creature chooses to look at the fear smith, it must immediately make the saving throw.</text>
		</trait>
		<trait>
			<name>Hidden Eye</name>
			<text>The fear smith has advantage on saving throws against the blinded condition.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The fear smith's innate spellcasting ability is Charisma (spell save DC 16). The fear smith can innately cast the following spells, requiring no verbal or material components:</text>
			<text>At will: detect thoughts, fear</text>
			<text>2/day each: charm person, command, confusion</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The fear smith has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The fear smith makes three claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., 1 creature. Hit: 16 (2d12 + 3) slashing damage. If the target is disoriented by Distortion Gaze, this attack does an additional 13 (3d8) psychic damage and heals the fear smith by an equal amount.</text>
			<attack>Claw|7|2d12+3</attack>
		</action>
		<action>
			<name>Heartstopping Stare</name>
			<text>The fear smith terrifies a creature within 30 feet with a look. The target must succeed on a DC 16 Wisdom saving throw or be stunned for 1 round and take 13 (3d8) psychic damage and heal the fear smith by an equal amount.</text>
		</action>
	</monster>
	<monster>
		<name>Fellforged</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>135 (18d8+54)</hp>
		<speed>30 ft.</speed>
		<str>14</str>
		<dex>12</dex>
		<con>17</con>
		<int>12</int>
		<wis>14</wis>
		<cha>15</cha>
		<save>Str +8</save>
		<resist>acid, cold, fire, lightning</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> any languages it knew in life</languages>
		<cr>5</cr>
		<trait>
			<name>Expelled Spirit</name>
			<text>While the fellforged body was made to bind spirits, the wraith within is vulnerable to turning attempts. Any successful turn attempt exorcises the wraith from its clockwork frame. The expelled wraith retains its current hp total and fights normally. The construct dies without an animating spirit.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the fellforged has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Unnatural Aura</name>
			<text>All animals, whether wild or domesticated, can sense the unnatural presence of fellforged at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so, and they remain panicked as long as they are within that range.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The fellforged makes two necrotic slam attacks.</text>
		</action>
		<action>
			<name>Necrotic Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage plus 4 (1d8) necrotic damage, and the target must succeed on a DC 14 Constitution saving throw or its hit point maximum is reduced by an amount equal to the total damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
			<attack>Necrotic Slam|5|2d8+2</attack>
		</action>
		<action>
			<name>Violent Escapement</name>
			<text>With little regard for the clockwork bodies they inhabit, fellforged wraiths can stress and strain their mechanisms in such a violent manner that flywheels become unbalanced, gears shatter, and springs snap. As a bonus action, this violent burst of gears and pulleys deals 7 (2d6) piercing damage to all foes within 5 feet who fail a DC 14 Dexterity saving throw. Each use of this ability imposes a cumulative reduction in movement of 5 feet upon the fellforged. If its speed is reduced to 0 feet, the fellforged becomes paralyzed.</text>
		</action>
	</monster>
	<monster>
		<name>Fext</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>any alignment</alignment>
		<ac>17 (natural armor)</ac>
		<hp>60 (11d8+11)</hp>
		<speed>30 ft.</speed>
		<str>14</str>
		<dex>16</dex>
		<con>1</con>
		<int>14</int>
		<wis>12</wis>
		<cha>18</cha>
		<save>Dex +6, Wis +4, Cha +7</save>
		<skill>Perception +4</skill>
		<resist>bludgeoning, piercing, and slashing damage with nonmagical weapons</resist>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> the languages spoken by its patron</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The fext's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: hex</text>
			<text>3/day each: counterspell, fear, gaseous form</text>
			<text>1/day each: hold monster, true seeing</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The fext has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The fext's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Patron Blessing</name>
			<text>A fext is infused with a portion of their patron's power. They have an Armor Class equal to 10 + their Charisma modifier + their Dexterity modifier.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The fext makes two melee or ranged attacks.</text>
		</action>
		<action>
			<name>Eldritch Blade</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) slashing damage plus 16 (3d10) force damage.</text>
			<attack>Eldritch Blade|5|2d6+2</attack>
		</action>
		<action>
			<name>Eldritch Fury</name>
			<text>Ranged Weapon Attack: +6 to hit, range 60/200 ft., one creature. Hit: 25 (4d10 + 3) force damage.</text>
			<attack>Eldritch Fury|6|4d10+3</attack>
		</action>
	</monster>
	<monster>
		<name>Bear King</name>
		<size>M</size>
		<type>fey (shapechanger),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>133 (14d8+70)</hp>
		<speed>40 ft.</speed>
		<str>21</str>
		<dex>10</dex>
		<con>20</con>
		<int>12</int>
		<wis>17</wis>
		<cha>16</cha>
		<save>Str +9, Dex +4, Wis +7</save>
		<skill>Athletics +9, Intimidation +7, Perception +7</skill>
		<resist>cold</resist>
		<immune>poison; bludgeoning, slashing, and piercing from nonmagical weapons that aren't made of cold iron</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Common, Elvish, Giant, Sylvan</languages>
		<cr>12</cr>
		<trait>
			<name>Alternate Form</name>
			<text>As a bonus action, the Bear King can assume the form of a shaggy grizzly bear, or a hybrid of his humanoid and bear forms. In alternate form the Bear King's size increases to Large, and he can make bite and claw attacks. He remains in this form until he returns to human form as a bonus action or he falls unconscious or dies.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The Bear King has advantage on Perception (Wisdom) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the Bear King fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Regeneration (Alternate Form only)</name>
			<text>The Bear King regains 10 hit points at the start of his turn if he has at least 1 hit point.</text>
		</trait>
		<trait>
			<name>Bear King's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the Bear King takes a lair action to cause one of the following effects; the Bear King can’t use the same effect two rounds in a row:</text>
			<text>- The Bear King magically conjures up a swarm of eight giant bees (use giant wasp statistics) to defend his lair. The bees act immediately, and on initiative count 20 in subsequent rounds. The bees remain until they’re killed or until the Bear King dismisses them as an action. The Bear King can use this action again, but no more than eight giant bees can be present at a time. </text>
			<text>- The Bear King targets a creature within the lair that he can see. The creature must succeed on a DC 15 Constitution saving throw or be magically transformed into a brown bear as if by a polymorph spell. At the beginning of its turn, a transformed creature repeats the saving throw. If it fails, the creature must use its action to attack one of the Bear King’s foes. If it succeeds, the effect ends and the creature returns to its normal form. The effect lasts until the creature succeeds on the saving throw or until the Bear King uses this lair action again.</text>
			<text>- The Bear King causes the ground in a 20-foot radius to tremble and shake. Any creatures in the affected area must succeed on a DC 15 Strength saving throw or suffer 7 (2d6) bludgeoning damage and fall prone. The ground continues to tremble until initiative count 20 on the following round, during which time the area is difficult terrain.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region surrounding Gloaming Crag is warped by the Bear King’s magic, which creates one or more of the following effects:</text>
			<text>- Within 10 miles of the Bear King’s lair, creatures have disadvantage on saving throws made to avoid contracting lycanthropy from a werebear.</text>
			<text>- Bees within 10 miles of the Bear King’s lair are easily agitated quick to attack. Insect swarms (bees or hornets) are common in the area, but they tend to ignore locals.</text>
			<text>- Emotions within 5 miles of the Bear King’s lair run high. Arguments quickly descend into physical scuffles and enjoyable get-togethers are likely to become raucous carousing or even brawls.</text>
			<text>If the Bear King dies, conditions in the area surrounding the lair return to normal over the course of 1d6 days.</text>
		</trait>


		<action>
			<name>Multiattack</name>
			<text>The bear king makes two ranged attacks or two melee attacks. In hybrid or grizzly bear form he can also make one additional bite attack.</text>
		</action>
		<action>
			<name>Bite (Grizzly or Hybrid Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d10 + 5) piercing damage. A target creature other than a construct or undead must make a successful DC 17 Constitution saving throw at the start of each of its turns or lose 10 (3d6) hit points from blood loss. Each time the Bear King hits the wounded creature with this attack, the hit point loss increases by 10 (3d6). A creature can take an action to staunch the bleeding on itself or an adjacent ally with a successful DC 12 Wisdom (Medicine) check. The bleeding also stops if the creature receives any magical healing.</text>
			<attack>Bite|9|1d10+5</attack>
		</action>
		<action>
			<name>Claws (Grizzly or Hybrid Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claws|9|2d6+5</attack>
		</action>
		<action>
			<name>Maul (Human or Hybrid Form Only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage. A creature hit by two maul attacks in the same turn must succeed on a DC 17 Strength saving throw or fall prone.</text>
			<attack>Maul|9|2d6+5</attack>
		</action>
		<action>
			<name>Javelin (Human Form Only)</name>
			<text>Ranged Weapon Attack: +9 to hit, range 30/60 ft., one target. Hit: 8 (1d6 + 5) piercing damage.</text>
			<attack>Javelin|9|1d5+5</attack>
		</action>
		<legendary>
			<name>The Bear King can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Bear King regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Melee Attack</name>
			<text>The Bear King makes a claw or maul attack.</text>
		</legendary>
		<legendary>
			<name>Honey Toss</name>
			<text>The Bear King reaches into the jar he carries at his side and hurls a glob of honey at a target within 30 feet as a ranged weapon attack (+9 to hit). If the attack hits, the creature is restrained (escape DC 17).</text>
		</legendary>
		<legendary>
			<name>Frightful Roar (2 actions)</name>
			<text>The Bear King lets out a bloodcurdling roar. All creatures within 90 feet who can hear the Bear King must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A creature that makes its save, or who the effect ends for, is immune to the Frightful Roar for 24 hours. The bear king's allies are unaffected.</text>
		</legendary>
		
	</monster>
	<monster>
		<name>Lord Of The Hunt</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>229 (27d8+108)</hp>
		<speed>40 ft.</speed>
		<str>21</str>
		<dex>18</dex>
		<con>19</con>
		<int>14</int>
		<wis>18</wis>
		<cha>15</cha>
		<save>Str +11, Wis +10, Cha +8</save>
		<skill>Athletics +11, Perception +10, Survival +10</skill>
		<resist>bludgeoning, piercing, and slashing from weapons that aren't made of cold iron</resist>
		<immune>cold, poison</immune>
		<conditionImmune>exhaustion, charmed, frightened, poisoned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>20</passive>
		<languages> Common, Draconic, Elvish, Sylvan</languages>
		<cr>18</cr>
		<trait>
			<name>Expert Rider</name>
			<text>While the Lord of the Hunt is mounted, any attack directed at his steed targets the rider instead. The steed uses the Lord of the Hunt's saving throws. If the mount succeeds on a saving throw against a damaging effect, it takes no damage.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The lord of the hunt's innate spellcasting ability score is Charisma (save DC 16). The Lord of the Hunt can innately cast the following spells, requiring no material components.</text>
			<text>At will: druidcraft, hunter's mark, phantom steed</text>
			<text>3/day each: commune with nature, conjure volley</text>
			<text>1/day: conjure fey (conjured creatures vanish if the Lord of the Hunt's concentration is broken)</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the Lord of the Hunt fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The Lord of the Hunt's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Lord of the Hunt's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the Lord of the Hunt takes a lair action to cause one of the following effects; the Lord of the Hunt can’t use the same effect two rounds in a row:</text>
			<text>- The Lord of the Hunt chooses a point he can see within the lair. Plants erupt from the ground in a 20-foot radius surrounding that point, creating difficult terrain. Any creatures in the area at the start of their turn, or who enter the area for the first time on a turn, must make a successful DC 15 Dexterity saving throw or become restrained by the vines and take 13 (3d8) poison damage. A creature can be freed if it or an adjacent ally uses an action to make a successful DC 15 Strength check. This effect lasts until the Lord of the Hunt uses this lair action again, or dies.</text>
			<text>- The Lord of the Hunt lets out a war cry. A creature the Lord can see within 120 feet must succeed on a DC 15 Wisdom saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.</text>
			<text>- The Lord of the Hunt magically marks a target he can see within 120 feet. The Lord has advantage on attack rolls against the marked target. The mark lasts until initiative count 20 on the following turn.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Lord of the Hunt’s encampment is warped by his magic, which creates one or more of the following effects:</text>
			<text>- Game animals become plentiful within 3 miles of the lair. Wisdom (Survival) checks to hunt for food are made with advantage, but patrols from the Wild Hunt don’t take kindly to poachers.</text>
			<text>- Domesticated animals within 3 miles of the lair become skittish and fearful. They are more difficult to handle and flee the area if left to their own devices.</text>
			<text>- Areas of natural terrain within 3 miles of the lair subtly rearrange themselves to create game trails through even the densest wilderness. </text>
			<text>When the Lord of the Hunt breaks camp or dies, the area around the previous campsite returns to normal immediately. </text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The Lord of the Hunt makes three melee attacks or	ranged attacks</text>
		</action>
		<action>
			<name>Huntsman's Spear</name>
			<text>Melee or Ranged Weapon Attack: +11 to hit, reach 5 ft. or range 60/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage or 14 (2d8 + 5) piercing damage if used in two hands, plus 7 (2d6) poison damage. If the target is a creature, it must succeed on a DC 19 Strength saving throw or be knocked prone. As a bonus action, the Lord of the Hunt can cause his spear to magically appear in his hand, even if it is destroyed.</text>
			<attack>Huntsman's Spear|11|2d6+5</attack>
		</action>
		<action>
			<name>Howling Longbow</name>
			<text>Ranged Weapon Attack: +10 to hit, range 150/600 ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) poison damage.</text>
			<attack>Howling Longbow|10|2d8+4</attack>
		</action>
		<reaction>
			<name>Parry</name>
			<text>The Lord of the Hunt adds 6 to his AC against one attack that would hit him. To do so, he must see the attacker and must be wielding a melee weapon.</text>
		</reaction>
		<legendary>
			<name>The Lord of the Hunt can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Lord of the Hunt regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Strike</name>
			<text>The Lord of the Hunt makes a huntsman's spear attack or a howling longbow attack.</text>
		</legendary>
		<legendary>
			<name>Tenacious Stride</name>
			<text>The Lord of the Hunt moves half his speed, or half the speed of any steed he rides.</text>
		</legendary>
		<legendary>
			<name>Call the Hunt (2 actions)</name>
			<text>The Lord of the Hunt blows his hunting horn and chooses one creature he can see within 60 feet. If the creature can hear the horn, it must succeed on a DC 16 Charisma saving throw against this magic or be charmed by the Lord of the Hunt for 8 hours. A charmed creature joins the wild hunt and follows the verbal instructions of the Lord of the Hunt, treating all former allies as enemies. If a charmed creature damages or is damaged by a former ally, it can repeat the saving throw at the end of its turn, ending the effect on itself on a success. Once a creature successfully saves or the effect ends for it, it is immune to Call the Hunt for the next 24 hours.</text>
		</legendary>
		
	</monster>
	<monster>
		<name>Moonlit King</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral good</alignment>
		<ac>17 (half plate)</ac>
		<hp>170 (20d8+80)</hp>
		<speed>50 ft.</speed>
		<str>16</str>
		<dex>20</dex>
		<con>18</con>
		<int>20</int>
		<wis>18</wis>
		<cha>20</cha>
		<save>Con +10, Wis +10, Cha +11</save>
		<skill>Arcana +11, Perception +10</skill>
		<resist>acid; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron.</resist>
		<immune>cold, fire, poison</immune>
		<conditionImmune>charmed, frightened, poisoned</conditionImmune>
		<senses>blindsight 30 ft., darkvision 120 ft.</senses>
		<passive>20</passive>
		<languages> Abyssal, Celestial, Common, Draconic, Elvish, Infernal, Umbral; telepathy 100 ft.</languages>
		<cr>17</cr>
		<trait>
			<name>Control Moonlight</name>
			<text>As a bonus action, the Moonlit King can cause all areas of moonlight within 100 feet to move up to 10 feet.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The Moonlit King's innate spellcasting ability score is Charisma (save DC 19, +11 to hit with spell attacks). The Moonlit King can innately cast the following spells, requiring no material components.</text>
			<text>At will: continual flame, detect evil and good, invisibility (self only), moonbeam, zone of truth</text>
			<text>3/day each: blight, dispel evil and good, dispel magic</text>
			<text>1/day each: demiplane, heal</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the Moonlit King fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The Moonlit King's weapon attacks are magical, and deal an extra 7 (2d6) radiant damage (included below).</text>
		</trait>
		<trait>
			<name>Moonlit King's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the Moonlit King takes a lair action to cause one of the following effects; the Moonlit King can’t use the same effect two rounds in a row:</text>
			<text>- The Moonlit King creates four beams of moonlight at four points he can see within 100 feet. The beams each illuminate a 10-foot radius with dim light. These moon beams last until the Moonlit King uses this action again, or until he dies.</text>
			<text>- The Moonlit King chooses a point he can see within 100 feet. Disembodied whispers speaking of despair and failure fill a 30-foot radius from that point. All creatures other than fiends in the area must succeed on a DC 15 Wisdom saving throw or become frightened until initiative count 20 on the following round.</text>
			<text>- The Moonlit King magically summons four shadow demons. The demons appear in unoccupied spaces the Moonlit King can see within 60 feet. The demons act immediately and remain until initiative count 20 on the following round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing the Moonlit King’s lair is warped by the fey lord’s magic, which creates one or more of the following effects:</text>
			<text>- Dreams and fears take on a life of their own. Minor visual and auditory hallucinations plague creatures within 6 miles of the lair.</text>
			<text>- The Moonlit King can communicate telepathically with and share the senses of any stryx within 10 miles of his lair.</text>
			<text>- Weather conditions don’t inhibit moonlight shining within 10 miles of the lair; clouds part, rain seems to channel moonbeams, snow takes on a luminous silver glow.</text>
			<text>If the Moonlit King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The Moonlit King makes three attacks with either his crystal staff or his moon bolt.</text>
		</action>
		<action>
			<name>Crystal Staff</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) bludgeoning damage plus 7 (2d6) radiant damage. A target that is struck by the staff two or more times in one turn must make a successful DC 17 Constitution saving throw or be stunned until the end of its next turn.</text>
			<attack>Crystal Staff|9|1d8+3</attack>
		</action>
		<action>
			<name>Moon Bolt</name>
			<text>Ranged Spell Attack: +11 to hit, range 150/600 ft., one target. Hit: 22 (4d10) radiant damage. If the target is a creature in a form other than its natural form, it takes an additional 22 (4d10) radiant damage and must succeed on a DC 19 Charisma saving throw or revert to its natural form. When the moon bolt hits a target, moonlight glows in a 10-foot radius from that point, creating dim light. The light is stationary and lasts until the end of the Moonlit King's next turn.</text>
			<attack>Moon Bolt|11|4d10</attack>
		</action>
		<action>
			<name>Fearful Shadows (Recharge 5-6)</name>
			<text>The Moonlit King magically animates the shadows of all foes within 60 feet of himself. The animated shadows attack the creatures who cast them. All affected creatures in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 19 Dexterity saving throw. A creature that fails the saving throw also loses 1d4 points from its Strength score. A creature reduced to 0 Strength is unconscious until it regains at least 1 point of Strength. Strength lost to fearful shadows returns when the creature finishes a short or long rest.</text>
		</action>
		<action>
			<name>Summon Devil (1/Day)</name>
			<text>The Moonlit King magically summons a lunar devil. The summoned devil appears in an unoccupied space within 60 feet of its summoner, acts as an ally of its summoner, and can't summon other devils. It remains for 10 minutes, until its summoner dies, or until its summoner dismisses it as an action.</text>
		</action>
		<reaction>
			<name>Shadow Slip</name>
			<text>The Moonlit King takes on the quality of his manifest delusions when he is targeted by an attacker he can see. He becomes nearly insubstantial, so that the attack roll is made with disadvantage. If the attack hits, the Moonlit King takes half damage.</text>
		</reaction>
		<legendary>
			<name>The Moonlit King can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Moonlit King regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Staff</name>
			<text>The Moonlit King makes a crystal staff attack.</text>
		</legendary>
		<legendary>
			<name>Lightwalking</name>
			<text>The Moonlit King teleports from one area of moonlight to another within 100 feet.</text>
		</legendary>
		<legendary>
			<name>Aura of Madness (2 actions)</name>
			<text>While he is standing in an area of moonlight, the Moonlit King can spread his madness to other creatures within 30 feet. A creature other than a fiend that starts its turn in the aura or enters it for the first time on a turn (including when the aura is created) must succeed on a DC 19 Charisma saving throw or be confused (as if affected by the confusion spell) until the start of its next turn. The aura lasts until the start of the Moonlit King's next turn.</text>
		</legendary>
		
	</monster>
	<monster>
		<name>Queen Of Night And Magic</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (18 with mage armor)</ac>
		<hp>180 (24d8+72)</hp>
		<speed>30 ft., fly 60 ft. (hover)</speed>
		<str>12</str>
		<dex>20</dex>
		<con>17</con>
		<int>20</int>
		<wis>18</wis>
		<cha>26</cha>
		<save>Con +10, Wis +11</save>
		<skill>Arcana +12, Deception +15, Intimidation +15, Perception +11, Stealth +12</skill>
		<resist>fire, lightning</resist>
		<immune>cold; bludgeoning, piercing, and slashing from weapons that aren't made of cold iron</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>21</passive>
		<languages> Celestial, Common, Elvish, Sylvan, Umbral; telepathy 120 ft.</languages>
		<cr>21</cr>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the Queen of Night and Magic fails a saving throw, she can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The Queen of Night and Magic has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Shadowborn</name>
			<text>When in lighting other than bright light, the Queen of Night and Magic has advantage on Dexterity (Stealth) checks made to hide, and she can hide even while being observed.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The Queen of Night and Magic is an 18th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 23, +15 to hit with spell attacks). The Queen knows the following sorcerer spells:</text>
			<text>Cantrips (at will): blade ward, chill touch, dancing lights, mage hand, prestidigitation, ray of frost</text>
			<text>1st level (4 slots): mage armor, magic missile, shield</text>
			<text>2nd level (3 slots): darkness, mirror image</text>
			<text>3rd level (3 slots): blink, fear</text>
			<text>4th level (3 slots): confusion, greater invisibility</text>
			<text>5th level (3 slots): cone of cold, teleportation circle</text>
			<text>6th level (1 slot): circle of death</text>
			<text>7th level (1 slot): plane shift, prismatic spray</text>
			<text>8th level (1 slot): dominate monster</text>
			<text>9th level (1 slot): meteor swarm</text>
		</trait>
		<trait>
			<name>The Queen of Night and Magic's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the Queen of Night and Magic takes a lair action to cause one of the following effects; the Queen of Night and Magic can’t use the same effect two rounds in a row:</text>
			<text>- The Queen wills darkness to overpower the light. All bright light sources in the lair shed only dim light to their normal bright light radius, and dim light sources are extinguished. This lasts until the Queen dismisses the effect or dies.</text>
			<text>- An opaque wall of writhing shadows springs up from a solid surface within 120 feet of the Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick. Each creature in the area must make a successful DC 15 Dexterity saving throw or take 18 (4d8) necrotic damage. Creatures in the wall’s space are pushed 5 feet out of the wall’s space, appearing on whichever side of the wall they choose. A creature can move through the wall, but the semimaterial shadow resists intrusion. For every foot a creature travels through the wall, it must spend 4 feet of movement. Furthermore, any creature that, during its own turn, occupies any part of the wall’s space takes 18 (4d8) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. Each 10-foot section of wall has AC 5, 15 hit points, vulnerability to radiant damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Queen uses this lair action again, or until she dies.</text>
			<text>- The Queen targets one creature within 60 feet of her and assails its mind with visions of hopelessness and despair. The creature must succeed on a DC 15 Wisdom saving throw or be stunned until initiative count 20 on the next round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing the Queen of Night and Magic’s lair is warped by her magic, which creates one or more of the following effects:</text>
			<text>- Shadows come to life within 6 miles of the Queen’s lair. Most of the time these living shadows are unnerving and nothing more, but when a creature acts against the interests of the Queen, the shadows can interfere and cause any relevant die roll to be made with disadvantage.</text>
			<text>- Magic saturates the area within 6 miles of the lair, causing minor random effects similar to a prestidigitation cantrip.</text>
			<text>- The Queen of Night and Magic can cast her senses to any area containing darkness, dim light, or shadows within 6 miles of her lair, similar to a clairvoyance spell.</text>
			<text> While the Summer Court rules, the regional effects of the Queen’s lair extend into the Winter Palace, but they are diminished and weaker than normal. During the Winter Court’s reign, the Winter Palace is not subject to the regional effects. If the Queen of Night and Magic dies, conditions in the area surrounding the lair gradually return to normal over the course of 2d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The Queen of Night and Magic makes three attacks with her rapier or with star strike.</text>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage plus 10 (3d6) cold damage.</text>
			<attack>Rapier|12|1d8+5</attack>
		</action>
		<action>
			<name>Shadow Rift (Recharge 5-6)</name>
			<text>The Queen of Night and Magic creates a shadowy rift in a 20-foot sphere centered on a point she can see within 150 feet. Any creature within the rift takes 72 (16d8) cold damage, or half damage with a successful DC 23 Constitution saving throw. Creatures that fail the saving throw are also restrained by icy wisps of shadow. A restrained creature repeats the saving throw at the end of its turn, ending the restrained condition on a success.</text>
		</action>
		<action>
			<name>Star Strike</name>
			<text>Ranged Spell Attack: +15 to hit, range 120 ft., one target. Hit: 9 (2d8) fire damage plus 9 (2d8) radiant damage.</text>
			<attack>Star Strike|15|2d8</attack>
		</action>
		<action>
			<name>Teleport</name>
			<text>The Queen of Night and Magic teleports to an unoccupied space up to 60 feet away.</text>
		</action>
		<action>
			<name>Unravel</name>
			<text>The Queen of Night and Magic targets a creature, object, or magical effect that she can see. For every spell affecting the target, the Queen makes a Charisma check; the DC equals 10 + the spell's level. On a success, the spell is dispelled.</text>
		</action>
		<reaction>
			<name>Sudden Fraying</name>
			<text>When the Queen of Night and Magic is targeted by a spell or included in a spell's area, she can use her Unravel ability on it. The Queen does not need to see a spell to target it with this reaction, but she must be able to see at least some portion of an area or object affected by the spell.</text>
		</reaction>
		<legendary>
			<name>The Queen of Night and Magic can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Queen of Night and Magic regains spent legendary actions at the start of her turn.</text>
		</legendary>
		<legendary>
			<name>Cantrip</name>
			<text>The Queen of Night and Magic casts a cantrip.</text>
		</legendary>
		<legendary>
			<name>Swirling Stars</name>
			<text>The Queen of Night and Magic makes one star strike attack. Having a foe within 5 feet of the Queen doesn't cause this attack to be made with disadvantage.</text>
		</legendary>
		<legendary>
			<name>Teleport</name>
			<text>The Queen of Night and Magic uses her Teleport ability.</text>
		</legendary>
		<legendary>
			<name>Spell (2 actions)</name>
			<text>The Queen of Night and Magic casts a spell.</text>
		</legendary>
		
	</monster>
	<monster>
		<name>Queen Of Witches</name>
		<size>L</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>123 (13d10+52)</hp>
		<speed>40 ft., fly 50 ft. (hover)</speed>
		<str>22</str>
		<dex>10</dex>
		<con>19</con>
		<int>16</int>
		<wis>18</wis>
		<cha>22</cha>
		<save>Dex +6, Wis +10, Cha +12</save>
		<skill>Arcana +9, Deception +12, History +9, Insight +10, Perception +10</skill>
		<resist>fire, cold; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron</resist>
		<immune>radiant</immune>
		<conditionImmune>blinded, charmed, frightened</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>19</passive>
		<languages> Celestial, Common, Draconic, Elvish, Sylvan, Umbral</languages>
		<cr>17</cr>
		<trait>
			<name>Absorb the Weave</name>
			<text>When Nicnevin counters or dispels a spell, she heals damage equal to twice the spell level.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Nicnevin's spellcasting attribute is Charisma (save DC 19, +12 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: faerie fire, hex, misty step, silent image, tongues</text>
			<text>3/day each: chain lightning, counterspell, dispel magic, hypnotic pattern, teleportation circle</text>
			<text>2/day each: bestow curse, feeblemind, mass suggestion, flesh to stone</text>
			<text>1/day each: power word kill, sleep (9th level), true polymorph</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Nicnevin has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If Nicnevin fails a saving throw she can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Token of Favor</name>
			<text>As an action, Nicnevin can cut a lock of her copper hair and twist it into a token for a creature she chooses. As long as that creature carries the token, it gains the magic resistance trait (see above). Nicnevin can revoke her favor at any time as a bonus action. When that happens, the creature loses the benefit of the token and, if Nicnevin wishes, the creature also has disadvantage on saving throws against spells and other magical effects for 24 hours.</text>
		</trait>
		<trait>
			<name>The Queen of Witches's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Nicnevin takes a lair action to cause one of the following effects; Nicnevin can’t use the same effect two rounds in a row:</text>
			<text>- Nicnevin causes a searing flare of moonlight to burst from a point she can see within 100 feet. All creatures Nicnevin chooses within 30 feet of that point take 13 (3d8) radiant damage, or half damage with a successful DC 15 Wisdom saving throw. Creatures not in their natural form have disadvantage on the saving throw, and if they fail, they revert to their natural form immediately (this does not affect any shape-changing effect created by Nicnevin).</text>
			<text>- A wall of softly glowing crystal springs up from a solid surface in the lair. The wall is 60 feet long, 10 feet high, 5 feet thick, blocks line of sight, and sheds dim light out to 10 feet. Creatures within the wall’s area when it appears must succeed on a DC 15 Dexterity saving throw or take 14 (4d6) radiant damage. The creature is pushed out of the wall’s space to whichever side it chooses. Each 5-foot section of the wall has AC 15, 10 hit points, resistance to fire, slashing, and piercing damage, immunity to poison and psychic damage, and vulnerability to thunder. The wall lasts until Nicnevin uses this action again or dies.</text>
			<text>- Until initiative count 20 on the following round, any creatures other than fey who attempt to cast a spell must succeed on a DC 15 Constitution saving throw or the spell fails and the spell slot is expended. A creature becomes aware of this effect the moment it begins casting a spell, and it can choose to take a different action instead.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Nicnevin’s lair is warped by the queen’s magic, which creates one or more of the following effects:</text>
			<text>- Calling Nicnevin’s name under the light of the moon within 10 miles of her lair draws Nicnevin’s attention (as if she cast a scrying spell). She may visit the supplicant and hear a request, especially if the request is repeated on multiple nights. For 24 hours after the invocation, Nicenvin has a connection to the area that allows her to target it with teleportation circle.</text>
			<text>- Despite the weather, the moon is always visible for most of the night within 10 miles of the lair. Cloud cover has many breaks, or the moon’s light sharply penetrates the clouds.</text>
			<text>- Silvery fog is common within 10 miles of the lair, and strange whispers are heard within the mist.</text>
			<text>If Nicnevin dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Nicnevin makes two attacks, or makes one attack and casts a spell.</text>
		</action>
		<action>
			<name>Moonsilver Ring</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage plus 10 (3d6) radiant damage. The moonsilver ring is a magical weapon.</text>
			<attack>Moonsilver Ring|12|2d8+6</attack>
		</action>
		<action>
			<name>Blast</name>
			<text>Ranged Spell Attack: +12 to hit, range 120 ft., one target. Hit: 11 (1d10 + 6) force damage. A creature hit by a blast must succeed on a DC 19 Strength saving throw or be pushed 10 feet directly away from Nicnevin.</text>
			<attack>Blast|12|1d10+6</attack>
		</action>
		<legendary>
			<name>Nicnevin can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Nicnevin regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>Nicnevin makes one attack.</text>
		</legendary>
		<legendary>
			<name>Spell (2 actions)</name>
			<text>Nicnevin casts a spell.</text>
		</legendary>
		<legendary>
			<name>Teleport</name>
			<text>Nicnevin magically teleports to an unoccupied space she can see within 40 feet.</text>
		</legendary>
	</monster>
	<monster>
		<name>River King</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>152 (16d8+80)</hp>
		<speed>30 ft., swim 40 ft.</speed>
		<str>21</str>
		<dex>17</dex>
		<con>20</con>
		<int>14</int>
		<wis>13</wis>
		<cha>17</cha>
		<save>Dex +8, Con +10, Wis +6</save>
		<skill>Intimidation +8, Nature +7, Perception +6, Stealth +8</skill>
		<resist>fire, cold, thunder; bludgeoning, piercing, and slashing damage from weapons that aren't cold iron</resist>
		<immune>lightning</immune>
		<conditionImmune>exhaustion</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elemental, Elvish, Giant</languages>
		<cr>16</cr>
		<trait>
			<name>Amphibious</name>
			<text>The River King can breathe air and water.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The River King's innate spellcasting ability score is Charisma (save DC 16, +8 to hit with spell attacks). The River King can innately cast the following spells, requiring no material components.</text>
			<text>At will: create or destroy water, shocking grasp, water breathing</text>
			<text>3/day each: freedom of movement, control water</text>
			<text>1/day: chain lightning</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the River King fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The River King's weapon attacks are magical and do an extra 10 (3d6) lightning damage (included below).</text>
		</trait>
		<trait>
			<name>The River King's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the River King takes a lair action to cause one of the following effects; the River King can’t use the same effect two rounds in a row:</text>
			<text>- The fey river swells and rushes over the land, or the walls of the Hall buckle and allow the torrent in. The River King chooses a 10-foot-wide path up to 60 feet long. Each creature in the path of the water must make a DC 15 Strength saving throw. Creatures that fail the save are swept 20 feet down the path of the water and take 9 (2d8) bludgeoning damage.</text>
			<text>- The River King targets a creature he can see within 60 feet. That creature’s mouth and throat fill with river water. The creature must make a DC 15 Constitution saving throw. On a success, the creature manages to hold its breath, but on a failure, it begins to suffocate. A suffocating but conscious creature repeats the saving throw at the end of its turn, ending the effect on itself on a success. Another creature within 5 feet can use an action to make a DC 15 Wisdom (Medicine) check. On a success, the suffocating creature coughs up the water and the effect ends. Otherwise the effect lasts until the River King uses this action again or dies.</text>
			<text>- The River King targets a creature he can see within 120 feet. His commanding presence overwhelms the creature, who must make a DC 15 Charisma saving throw. On a failure, the creature is charmed by the River King until initiative count 20 on the following round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing the River King’s lair is warped by its magic, which creates one or more of the following effects:</text>
			<text>- The current of rivers and streams within 6 miles of the lair becomes strong and erratic. Creatures without a swim speed who start their turns in running water must succeed on a DC 15 Strength (Athletics) check or be swept 60 feet downriver.</text>
			<text>- Lakes, ponds, rivers, and streams within 6 miles of the lair teem with fish and other wildlife.</text>
			<text>- Rain and thunderstorms are common within 6 miles of the lair, and often build to torrential downpours that create heavy obscurement and cause waterways to overflow their banks.</text>
			<text>If the River King dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The River King makes three attacks with his longsword and/or flood blast, in any combination.</text>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage or 10 (1d10 + 5) slashing damage if used with two hands, plus 10 (3d6) lightning damage.</text>
			<attack>Longsword|10|1d8+5</attack>
		</action>
		<action>
			<name>Flood Blast</name>
			<text>Ranged Spell Attack: +8 to hit, range 120 ft., one target. Hit: 18 (4d8) bludgeoning damage. A target creature must succeed on a DC 16 Strength saving throw or be knocked prone and pushed up to 60 feet at the River King's choosing.</text>
			<attack>Flood Blast|8|4d8</attack>
		</action>
		<action>
			<name>Grasping Whirlpool (Recharge 5-6)</name>
			<text>The River King magically creates a swirling vortex of water centered on a point he can see within 60 feet. The vortex fills a cylinder with a 10-foot radius and 15 feet high. Creatures in the area must make a successful DC 16 Strength saving throw or take 11 (2d10) bludgeoning damage and be restrained and unable to breathe. On a successful save, the creature is pushed to the edge of the area. A restrained creature can escape from the whirlpool by using an action to make a successful DC 16 Strength check. A creature that's in the whirlpool at the end of its turn takes 11 (2d10) bludgeoning damage in addition to any effects from being unable to breathe. Creatures with a swim speed have advantage on the saving throw and the Strength check to escape. The whirlpool lasts for 1 minute or until the River King uses this ability again.</text>
		</action>
		<reaction>
			<name>Blade Current</name>
			<text>When a creature within the River King's melee reach stands up from prone, the River King can make a longsword attack on that creature with advantage.</text>
		</reaction>
		<legendary>
			<name>The River King can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The River King regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Longsword</name>
			<text>The River King makes a longsword attack.</text>
		</legendary>
		<legendary>
			<name>Flow</name>
			<text>The River King moves half his speed without provoking opportunity attacks.</text>
		</legendary>
		<legendary>
			<name>Ripple (2 Actions)</name>
			<text>The River King magically ripples like sunlight on the surface of water. Until the start of his next turn, all attacks against him have disadvantage.</text>
		</legendary>
	</monster>
	<monster>
		<name>Snow Queen</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>123 (19d8+38)</hp>
		<speed>40 ft.</speed>
		<str>16</str>
		<dex>18</dex>
		<con>14</con>
		<int>18</int>
		<wis>20</wis>
		<cha>18</cha>
		<save>Dex +9, Con +7, Cha +9</save>
		<skill>Perception +10, Stealth +9</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons that aren't cold iron</resist>
		<immune>cold</immune>
		<conditionImmune>charmed, frightened, exhaustion</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>20</passive>
		<languages> Common, Elvish, Giant, Sylvan</languages>
		<cr>16</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The Snow Queen's innate spellcasting ability score is Charisma (save DC 17, +9 to hit with spell attacks). The Snow Queen can innately cast the following spells, requiring no material components.</text>
			<text>At will: fog cloud, magic missile, ray of frost</text>
			<text>3/day each: chill metal (as heat metal, but does cold damage), freezing sphere</text>
			<text>1/day: cone of cold</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the Snow Queen fails a saving throw, she can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The Snow Queen's weapon attacks are magical and do an extra 7 (2d6) cold damage (included below).</text>
		</trait>
		<trait>
			<name>Winter Step</name>
			<text>The Snow Queen ignores difficult terrain caused by ice and snow. She can walk on vertical and horizontal surfaces that are covered by ice or snow.</text>
		</trait>
		<trait>
			<name>The Snow Queen's Lair</name>
			<text>On initiative count 20 (losing initiative ties), the Snow Queen takes a lair action to cause one of the following effects; the Snow Queen can’t use the same effect two rounds in a row:</text>
			<text>- A wall of dense snow springs into existence within 120 feet of the Snow Queen. The wall is up to 60 feet long, 10 feet high, and 5 feet thick, and it blocks line of sight. When the wall appears, each creature in the wall’s area must make a DC 15 Dexterity saving throw. A creature that fails the saving throw takes 18 (4d8) cold damage and is pushed 5 feet out of the wall’s space, on whichever side of the wall it chooses. A creature that touches the wall at any time takes the same damage. Each 10-foot section of the wall has AC 5, 15 hit points, vulnerability to fire damage, resistance to bludgeoning and piercing damage, and immunity to cold, poison, and psychic damage. The wall lasts until the Snow Queen uses this action again, or she dies.</text>
			<text>- Icy wind and stinging snow swirls around the Snow Queen. All creatures that aren’t immune to cold damage have disadvantage when making saving throws against cold damage or cold-based effects while within 60 feet of the Snow Queen. This effect lasts until initiative count 20 on the following round.</text>
			<text>- The snow and ice of the lair shimmer and gleam, catching the light and flashing it into the eyes of the Snow Queen’s foes. Attack rolls against the Snow Queen and her allies within the lair have disadvantage until initiative count 20 on the following round.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing the Snow Queen’s lair is warped by the fey lady’s magic, which creates one or more of the following effects:</text>
			<text>- Within 10 miles of the lair, snow and ice resist melting. Snow and ice can be melted only with prolonged contact with fire.</text>
			<text>- The sky is overcast most of the time within 10 miles of the lair, and snowfall is common. The area is difficult terrain for Tiny, Small, and Medium creatures because of deep snow.</text>
			<text>- Light snowfall or swirling powder blown by the wind lightly obscures the area within 5 miles of the lair.</text>
			<text>If the Snow Queen dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>


		<action>
			<name>Multiattack</name>
			<text>The Snow Queen makes two attacks in any combination of her claws and her ice crown.</text>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 7 (2d6) cold damage.</text>
			<attack>Claws|9|2d6+4</attack>
		</action>
		<action>
			<name>Ice Crown</name>
			<text>Ranged Weapon Attack: +9 to hit, range 80/320ft., one target. Hit: 13 (2d8 + 4) piercing damage plus 7 (2d6) cold damage. The target's speed is reduced by 10 feet until the end of its next turn.</text>
			<attack>Ice Crown|9|2d8+4</attack>
		</action>
		<action>
			<name>Cold Snap (Recharge 5-6)</name>
			<text>The Snow Queen causes the temperature around her to drop dramatically. Every creature within 30 feet of the Snow Queen must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion. Immunity to cold grants immunity to Cold Snap.</text>
		</action>
		<reaction>
			<name>Frozen Shards</name>
			<text>When the Snow Queen is hit by a melee attack, she can strike her attacker with shards from her icy crown. The attacker takes 11 (2d10) piercing damage and 11 (2d10) cold damage, or no damage with a successful DC 17 Dexterity saving throw.</text>
		</reaction>
		<legendary>
			<name>The Snow Queen can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Snow Queen regains spent legendary actions at the start of her turn.</text>
		</legendary>
		<legendary>
			<name>Ice Crown</name>
			<text>The Snow Queen makes an ice crown attack.</text>
		</legendary>
		<legendary>
			<name>Snowblind</name>
			<text>One target that the Snow Queen can see within 100 feet must succeed on a DC 17 Constitution saving throw or be blinded by swirling snow until the end of its next turn.</text>
		</legendary>
		<legendary>
			<name>Snowfall Mantle (2 Actions)</name>
			<text>The Snow Queen throws her mantle of snow at a point she can see within 60 feet. An area within 30 feet of that point instantly becomes covered in deep snow. Creatures in the area must succeed on a DC 17 Strength saving throw or be restrained. The area becomes difficult terrain, costing 2 feet of movement for every 1 foot moved. The difficult terrain lasts until the end of the Snow Queen's next turn, at which time her mantle returns to her shoulders.</text>
		</legendary>
	</monster>
	<monster>
		<name>Feyward Tree</name>
		<size>H</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>94 (9d12+36)</hp>
		<speed>20 ft.</speed>
		<str>26</str>
		<dex>10</dex>
		<con>18</con>
		<int>2</int>
		<wis>11</wis>
		<cha>6</cha>
		<save>Con +7, Wis +3, Cha +1</save>
		<skill>Perception +3</skill>
		<immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>8</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>A feyward tree has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Contractibility and Conductivity</name>
			<text>Certain spells and effects function differently against feyward trees:</text>
			<text>A magical attack that deals cold damage slows a feyward tree (as the slow spell) for 3 rounds.</text>
			<text>A magical attack that deals lightning damage breaks any slow effect on the feyward tree and heals 1 hit point for each 3 damage the attack would otherwise deal. If the amount of healing would cause the tree to exceed its full normal hp, it gains any excess as temporary hp. The tree gets no saving throw against lightning effects.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The feyward tree is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The feyward tree's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Warden's Reach</name>
			<text>Creatures within 15 feet of a feyward tree provoke opportunity attacks even if they take the Disengage action before leaving its reach.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The tree makes two razor-leafed branch attacks, and may use a bonus action to make a razor-leafed branch attack against any creature standing next to it.</text>
		</action>
		<action>
			<name>Razor-Leafed Branch</name>
			<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 21 (3d8 + 8) slashing damage.</text>
			<attack>Razor-Leafed Branch|11|3d8+8</attack>
		</action>
		<action>
			<name>Flaying Leaves (Recharge 5-6)</name>
			<text>The tree can launch a barrage of razor-sharp cold iron leaves from its branches in a 20-footradius burst. All creatures caught within this area must make a successful DC 16 Dexterity saving throw or take 21 (6d6) slashing damage, or half as much damage on a successful one.</text>
		</action>
	</monster>
	<monster>
		<name>Firebird</name>
		<size>S</size>
		<type>celestial,tome of Beasts</type>
		<alignment>neutral good</alignment>
		<ac>16 (natural armor)</ac>
		<hp>99 (18d6+36)</hp>
		<speed>20 ft., fly 100 ft.</speed>
		<str>12</str>
		<dex>19</dex>
		<con>14</con>
		<int>16</int>
		<wis>15</wis>
		<cha>21</cha>
		<save>Dex +6, Con +4, Int +5, Wis +4, Cha +7</save>
		<skill>Acrobatics +6, Arcana +5, Insight +4, Medicine +4, Nature +5, Perception +7, Religion +5</skill>
		<resist>lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>fire</immune>
		<conditionImmune>charmed, frightened, invisible</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>17</passive>
		<languages> Celestial, Common, Elvish, Primordial, Sylvan</languages>
		<cr>4</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The firebird's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: guidance, purify food and drink, speak with animals</text>
			<text>3/day each: charm person, cure wounds (2d8 + 5), daylight, faerie fire, heat metal, hypnotic pattern, tongues</text>
			<text>1/day each: geas, heal, reincarnate</text>
		</trait>
		<trait>
			<name>Light of the World</name>
			<text>The firebird's feathers glow with a warm light. The creature sheds light as dim as a candle or as bright as a lantern. It always sheds light, and any feathers plucked from the creature continue to shed light as a torch.</text>
		</trait>
		<trait>
			<name>Warming Presence</name>
			<text>The firebird and any creatures within a 5-foot radius are immune to the effects of natural, environmental cold. Invited into a home or building, a firebird can expand this warming presence to its inhabitants no matter how close they are to the creature.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The firebird makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 4) piercing damage.</text>
			<attack>Bite|6|1d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 4) slashing damage.</text>
			<attack>Claw|6|2d8+4</attack>
		</action>
		<action>
			<name>Blinding Ray (Recharge 5-6)</name>
			<text>The firebird can fire a burning ray of light from its tail feathers in a line 5 feet wide and up to 50 feet long. Targets in the line must succeed on a DC 15 Dexterity saving throw or take 24 (7d6) fire damage and become blinded for 1d4 rounds. A successful saving throw negates the blindness and reduces the damage by half.</text>
		</action>
	</monster>
	<monster>
		<name>Firegeist</name>
		<size>S</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14</ac>
		<hp>87 (25d6)</hp>
		<speed>40 ft.</speed>
		<str>7</str>
		<dex>18</dex>
		<con>10</con>
		<int>4</int>
		<wis>16</wis>
		<cha>6</cha>
		<skill>Perception +5</skill>
		<immune>fire, poison</immune>
		<conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Primordial</languages>
		<cr>2</cr>
		<trait>
			<name>Hide By Firelight</name>
			<text>In an area lit only by nonmagical flame, a Firegeist gains a +2 bonus on Stealth checks. This becomes +4 when hiding within the fire.</text>
		</trait>
		<trait>
			<name>Illumination</name>
			<text>The firegeist sheds dim light in a 30-foot radius.</text>
		</trait>
		<trait>
			<name>Magical Light Sensitivity</name>
			<text>While in magical light, the firegeist has disadvantage on attack rolls and ability checks.</text>
		</trait>
		<trait>
			<name>Water Susceptibility</name>
			<text>For every 5 feet the firegeist moves in water, or for every gallon of water splashed on it, it takes 3 cold damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The firegeist makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage.</text>
			<attack>Slam|6|1d6+4</attack>
		</action>
		<action>
			<name>Combustion Touch (Recharge 5-6)</name>
			<text>The firegeist may ignite a target when making a slam attack. The target must immediately succeed at a DC 13 Dexterity saving throw or catch fire, taking an additional 5 (1d10) fire damage at the beginning of its next turn. Until someone takes an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.</text>
		</action>
	</monster>
	<monster>
		<name>Flutterflesh</name>
		<size>L</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>187 (22d10+66)</hp>
		<speed>10 ft., Fly 60 ft.</speed>
		<str>11</str>
		<dex>18</dex>
		<con>17</con>
		<int>12</int>
		<wis>13</wis>
		<cha>10</cha>
		<save>Str +4, Dex +8</save>
		<skill>Deception +4, Perception +5, Stealth +8</skill>
		<vulnerable>radiant</vulnerable>
		<resist>cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, paralyzed, exhaustion, poison, stunned, unconscious</conditionImmune>
		<senses>darkvision 240 ft.</senses>
		<passive>15</passive>
		<languages> Common, Darakhul</languages>
		<cr>12</cr>
		<trait>
			<name>Magic Weapons</name>
			<text>The flutterflesh's attacks are magical.</text>
		</trait>
		<trait>
			<name>Turn Resistance</name>
			<text>The flutterflesh has advantage on saving throws against any effect that turns undead.</text>
		</trait>
		<trait>
			<name>Creeping Death</name>
			<text>A creature that starts its turn within 30 feet of the flutterflesh must make a successful DC 15 Constitution saving throw or take 14 (4d6) necrotic damage.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The flutterflesh regains 10 hit points at the start of its turn. If the flutterflesh takes radiant or fire damage, this trait doesn't function at the start of its next turn. The flutterflesh dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The flutterflesh makes two bone spur attacks or two tormenting gaze attacks.</text>
		</action>
		<action>
			<name>Bone Spur</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage plus 11 (2d10) necrotic damage. If both attacks hit a single creature in the same turn, it is grappled (escape DC 10). As a bonus action, the flutterflesh can choose whether this attack does bludgeoning, piercing, or slashing damage.</text>
			<attack>Bone Spur|8|2d12+4</attack>
		</action>
		<action>
			<name>Tormenting Gaze</name>
			<text>A target creature within 120 feet and able to see the flutterflesh takes 18 (4d8) psychic damage and is paralyzed for 1d4 rounds, or takes half damage and isn't paralyzed with a successful DC 15 Wisdom saving throw. Tormenting gaze can't be used against the same target twice in a single turn.</text>
		</action>
		<action>
			<name>Slash</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. On a critical hit, the target takes an additional 27 (5d10) slashing damage and must make a DC 12 Constitution saving throw. On a failure, the flutterflesh lops off and absorbs one of the target's limbs (chosen randomly) and heals hit points equal to the additional slashing damage it inflicted.</text>
			<attack>Slash|8|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Folk Of Leng</name>
		<size>M</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (studded leather)</ac>
		<hp>68 (8d8+32)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>15</dex>
		<con>18</con>
		<int>14</int>
		<wis>16</wis>
		<cha>22</cha>
		<save>Dex +4, Wis +5</save>
		<skill>Arcana +4, Deception +8, Perception +5</skill>
		<resist>cold</resist>
		<immune>necrotic</immune>
		<conditionImmune>frightened</conditionImmune>
		<senses></senses>
		<passive>15</passive>
		<languages> Common, Void Speech</languages>
		<cr>2</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The folk of Leng's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: comprehend languages, minor illusion</text>
			<text>3/day each: disguise self, suggestion</text>
			<text>1/day each: dream, etherealness</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The folk of Leng regains 5 hit points at the start of its turn. If the folk of Leng takes fire or radiant damage, this trait does not function at the start of its next turn. The folk of Leng dies only if it starts its turn with 0 hit points and does not regenerate. Even if slain, their bodies reform in a crypt of Leng and go on about their business.</text>
		</trait>
		<trait>
			<name>Void Stare</name>
			<text>The folk of Leng can see through doors and around corners as a bonus action. As a result, they are very rarely surprised.</text>
		</trait>
		<trait>
			<name>Void Sailors</name>
			<text>The folk of Leng can travel the airless void without harm.</text>
		</trait>
		<action>
			<name>Etheric Harpoon</name>
			<text>Ranged Weapon Attack: +8 to hit, range 30 ft., one target. Hit: 10 (1d8 + 6) necrotic damage, and the target must make a successful DC 13 Wisdom saving throw or be grappled (escape DC 13). In addition, armor has no effect against the attack roll of an etheric harpoon; only the Dexterity modifier factored into the target's AC is considered.</text>
			<attack>Etheric Harpoon|8|1d8+6</attack>
		</action>
		<action>
			<name>Psychic Scimitar</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) psychic damage.</text>
			<attack>Psychic Scimitar|4|1d6+2</attack>
		</action>
		<action>
			<name>Hooked Spider Net (Recharge 5-6)</name>
			<text>Ranged Weapon Attack. +4 to hit, range 20/50 ft., one target. Hit: 3 (1d6) piercing damage plus 19 (3d12) poison damage, and the target is restrained. A successful DC 14 Constitution saving throw halves the poison damage.</text>
		</action>
	</monster>
	<monster>
		<name>Forest Marauder</name>
		<size>L</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>114 (12d10+48)</hp>
		<speed>40 ft.</speed>
		<str>21</str>
		<dex>10</dex>
		<con>18</con>
		<int>6</int>
		<wis>10</wis>
		<cha>7</cha>
		<save>Con +6</save>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> Giant, Orcish, Sylvan</languages>
		<cr>4</cr>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the forest marauder has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The forest marauder makes two boar spear attacks.</text>
		</action>
		<action>
			<name>Boar Spear</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit:16 (2d10 + 5) piercing damage, and the forest marauder can choose to push the target 10 feet away if it fails a DC 16 Strength saving throw.</text>
			<attack>Boar Spear|7|2d10+5</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 19 (3d8 + 5) bludgeoning damage.</text>
			<attack>Rock|5|3d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Fraughashar</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (leather armor, shield)</ac>
		<hp>18 (4d6+4)</hp>
		<speed>25 ft.</speed>
		<str>8</str>
		<dex>14</dex>
		<con>12</con>
		<int>10</int>
		<wis>11</wis>
		<cha>7</cha>
		<skill>Stealth +4</skill>
		<immune>cold</immune>
		<senses></senses>
		<passive>10</passive>
		<languages> Sylvan</languages>
		<cr>1/2</cr>
		<trait>
			<name>Frost Walker</name>
			<text>The fraughashar's speed is unimpeded by rocky, snowy, or icy terrain. It never needs to make Dexterity checks to move or avoid falling prone because of icy or snowy ground.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The fraughashar makes one bite attack and one dagger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Bite|4|1d4+2</attack>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Dagger|4|1d4+2</attack>
		</action>
		<action>
			<name>Sling</name>
			<text>Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.</text>
			<attack>Sling|4|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Frostveil</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16</ac>
		<hp>67 (9d8+27)</hp>
		<speed>10 ft., fly (varies; see Windborne ability)</speed>
		<str>20</str>
		<dex>20</dex>
		<con>16</con>
		<int>1</int>
		<wis>11</wis>
		<cha>1</cha>
		<skill>Stealth +7</skill>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning and piercing from nonmagical weapons</resist>
		<immune>cold</immune>
		<conditionImmune>blinded, charmed, deafened, frightened, prone</conditionImmune>
		<senses>blindsight 100 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Chilling Acid</name>
			<text>The frostveil's frozen acidic mist breaks down flesh and organic materials into useable nutrients. Creatures who strike the frostveil with a non-reach melee weapon or an unarmed strike take 4 (1d8) acid damage.</text>
		</trait>
		<trait>
			<name>False Appearance</name>
			<text>While the frostveil remains motionless, it is indistinguishable from a formation of frost and ice.</text>
		</trait>
		<trait>
			<name>Windborne</name>
			<text>While in blowing wind, the frostveil can fly with a speed of 30 feet. In a strong wind this speed increases to 60 feet.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The frostveil makes three tendril attacks.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage. If two tendrils hit the same target in a single turn, the target is engulfed.</text>
			<attack>Tendril|7|2d8+5</attack>
		</action>
		<action>
			<name>Engulf</name>
			<text>When a frostveil wraps itself around a Medium or smaller creature, the target takes 14 (2d8 + 5) bludgeoning damage plus 13 (3d8) acid damage and is grappled (escape DC 15). The target takes another 9 (2d8) bludgeoning damage plus 13 (3d8) acid damage at the end of each of its turns when it's still grappled by the frostveil. A frostveil can't attack while it has a creature engulfed. Damage from attacks against the frostveil is split evenly between the frostveil and the engulfed creature; the only exceptions are slashing and psychic damage, which affect only the frostveil.</text>
		</action>
		<action>
			<name>Spirit Spores (recharge 6)</name>
			<text>In distress, frostveils release a puff of psychotropic spores in a 10-foot cloud around themselves. Creatures within the cloud of spores must succeed on a DC 13 Constitution saving throw against poison or suffer hallucinations, as per a confusion spell, for 1d3 rounds.</text>
		</action>
	</monster>
	<monster>
		<name>Garroter Crab</name>
		<size>T</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13 (natural armor)</ac>
		<hp>18 (4d4+8)</hp>
		<speed>30 ft., swim 20 ft.</speed>
		<str>7</str>
		<dex>14</dex>
		<con>14</con>
		<int>1</int>
		<wis>10</wis>
		<cha>2</cha>
		<immune>psychic</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Amphibious</name>
			<text>The crab can breathe air and water.</text>
		</trait>
		<action>
			<name>Whip-claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage, and the target is grappled (escape DC 8). While grappled, the target cannot speak or cast spells with verbal components.</text>
			<attack>Whip-claw|4|1d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Gbahali (Postosuchus)</name>
		<size>H</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>126 (12d12+48)</hp>
		<speed>50 ft.</speed>
		<str>21</str>
		<dex>14</dex>
		<con>19</con>
		<int>2</int>
		<wis>13</wis>
		<cha>7</cha>
		<skill>Perception +4, Stealth +8</skill>
		<senses></senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>6</cr>
		<trait>
			<name>Chameleon Hide</name>
			<text>The gbahali has advantage on Dexterity (Stealth) checks. If the gbahali moves one-half its speed or less, attacks made against it before the start of the gbahali's next turn have disadvantage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gbahali makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 24 (3d12 + 5) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 15). Until this grapple ends, the target is restrained, and the gbahali can't bite another target.</text>
			<attack>Bite|8|3d12+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) slashing damage.</text>
			<attack>Claw|8|2d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Gearforged Templar</name>
		<size>M</size>
		<type>humanoid (gearforged),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>18 (plate armor)</ac>
		<hp>71 (11d8+22)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>9</dex>
		<con>15</con>
		<int>12</int>
		<wis>16</wis>
		<cha>10</cha>
		<save>Dex +2, Con +5</save>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, frightened, exhaustion, poisoned</conditionImmune>
		<senses></senses>
		<passive>13</passive>
		<languages> Common</languages>
		<cr>6</cr>
		<trait>
			<name>Defensive Zone</name>
			<text>The gearforged templar can make an opportunity attack when a creature enters its reach.</text>
		</trait>
		<trait>
			<name>Onslaught</name>
			<text>As a bonus action, the gearforged can make a Shove attack.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gearforged templar makes three attacks with its glaive.</text>
		</action>
		<action>
			<name>Glaive</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) slashing damage.</text>
			<attack>Glaive|8|1d10+5</attack>
		</action>
		<action>
			<name>Javelin</name>
			<text>Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) piercing damage.</text>
			<attack>Javelin|8|1d6+5</attack>
		</action>
		<action>
			<name>Whirlwind (recharge 5-6)</name>
			<text>The gearforged templar whirls its glaive in a great arc. Every creature within 10 feet of the gearforged takes 16 (3d10) slashing damage, or half damage with a successful DC 16 Dexterity saving throw.</text>
		</action>
		<reaction>
			<name>Parry</name>
			<text>The gearforged templar raises its AC by 3 against one melee attack that would hit it. To do so, the gearforged must be able to see the attacker and must be wielding a melee weapon.</text>
		</reaction>
	</monster>
	<monster>
		<name>Al-Aeshma Genie</name>
		<size>L</size>
		<type>elemental,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>172 (15d10+90)</hp>
		<speed>30 ft., fly 90 ft. (hover)</speed>
		<str>21</str>
		<dex>15</dex>
		<con>22</con>
		<int>15</int>
		<wis>16</wis>
		<cha>20</cha>
		<save>Dex +6, Wis +7, Cha +9</save>
		<immune>lightning, thunder</immune>
		<senses>darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> Auran, Common, Ignan</languages>
		<cr>9</cr>
		<trait>
			<name>Air Hatred</name>
			<text>The al-Aeshma has advantage on attack rolls against airborne opponents.</text>
		</trait>
		<trait>
			<name>Bound</name>
			<text>The al-Aeshma must always be anchored to the earth. Even in gaseous form or sandstorm form, part of it must always touch the ground. The al-Aeshma's maximum altitude while flying is 50 ft. If it is not touching, it loses its immunities and gains vulnerability to lightning and thunder.</text>
		</trait>
		<trait>
			<name>Elemental Demise</name>
			<text>When an al-Aeshma dies, its body disintegrates into a swirling spray of coarse sand, leaving behind equipment it was wearing or carrying.</text>
		</trait>
		<trait>
			<name>Ill Wind</name>
			<text>As a bonus action when in gaseous form, the al.Aeshma can befoul its space with a choking scent. When the al-Aeshma moves through another creature's space in gaseous form, the creature must succeed on a DC 18 Constitution saving throw or be incapacitated until the end of its next turn. Ill Wind lasts until the al-Aeshma leaves gaseous form or chooses to end the ability as a bonus action.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The al-Aeshma's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect evil and good, detect magic, thunderwave</text>
			<text>3/day each: destroy food and water (as create food and water, but makes food and drink unpalatable), tongues, wind walk</text>
			<text>1/day each: creation, gaseous form, insect plague, invisibility, major image</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The al-Aeshma regains 10 hit points at the start of its turn. If it takes fire or radiant damage, this trait doesn't function at the start of its next turn. The al.Aeshma dies only if it starts its turn at 0 hit points and doesn't regenerate.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The al-Aeshma makes three scimitar attacks.</text>
		</action>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage, plus 3 (1d6) necrotic damage.</text>
			<attack>Scimitar|9|2d6+5</attack>
		</action>
		<action>
			<name>Dust Devil</name>
			<text>A 5-foot-radius, 30-foot-tall cylinder of sand magically forms on a point the al-Aeshma can see within 120 feet of it. The dust devil lasts as long as the al-Aeshma maintains concentration (as if a spell). Any creature but the al-Aeshma that enters the dust devil must succeed on a DC 18 Strength saving throw or be restrained by it; any number of creatures may be restrained this way. At the start of a restrained creature's turn, it takes 7 (2d6) slashing damage plus 7 (2d6) necrotic damage. The al-Aeshma can move the dust devil up to 60 feet as an action; restrained creatures move with it. The dust devil ends if the al-Aeshma loses sight of it. A creature can use its action to free a creature restrained by the dust devil, including itself, by making a DC 18 Strength check. If the check succeeds, it moves to the nearest space outside the dust devil.</text>
		</action>
	</monster>
	<monster>
		<name>Gerridae</name>
		<size>L</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14</ac>
		<hp>77 (9d10+27)</hp>
		<speed>10 ft., climb 10 ft., swim 80 ft.</speed>
		<str>16</str>
		<dex>15</dex>
		<con>17</con>
		<int>2</int>
		<wis>13</wis>
		<cha>7</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>1</cr>
		<trait>
			<name>Bred to the Saddle</name>
			<text>Gerridae do not take any penalties to their movement or speed due to encumbrance or carrying a single rider.</text>
		</trait>
		<trait>
			<name>Waterborne</name>
			<text>Any gerridae can run while on the surface of water, but not while on land or climbing. They treat stormy water as normal rather than difficult terrain. A gerridae takes one point of damage for every hour spent on dry land.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gerridae makes one bite attack and one claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) slashing damage.</text>
			<attack>Claw|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Beggar Ghoul</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>12</ac>
		<hp>13 (3d8)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>15</dex>
		<con>10</con>
		<int>12</int>
		<wis>11</wis>
		<cha>14</cha>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Undercommon</languages>
		<cr>1/2</cr>
		<trait>
			<name>Pack Tactics</name>
			<text>The beggar ghoul has advantage on an attack roll against a creature if at least one of the beggar ghoul's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Savage Hunger</name>
			<text>A beggar ghoul that hits with its bite attack against a creature that hasn't acted yet in this combat scores a critical hit.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) piercing damage.</text>
			<attack>Bite|4|2d6+2</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Claws|4|2d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Bonepowder Ghoul</name>
		<size>S</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>195 (26d6+104)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>20</dex>
		<con>18</con>
		<int>19</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Dex +9, Con +8, Wis +6, Cha +8</save>
		<skill>Perception +6, Stealth +9</skill>
		<resist>cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Darakhul, Draconic, Dwarvish</languages>
		<cr>12</cr>
		<trait>
			<name>Amorphous</name>
			<text>The bonepowder ghoul can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Coalesce</name>
			<text>Whenever a bonepowder ghoul drains life force from victims with Gravedust, it can use that energy transform its shape into a more solid form and maintain it. The new form is Small and semi-transparent but roughly the shape of a normal ghoul. In this form, the ghoul isn't amorphous and can't form a whirlwind, but it can speak normally and manipulate objects. The altered form lasts for 1 minute for every point of necrotic damage it delivered against living foes.</text>
		</trait>
		<trait>
			<name>Turning Defiance</name>
			<text>The bonepowder ghoul and any other ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The bonepowder ghoul's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: chill touch, darkness, dispel magic, ray of enfeeblement</text>
			<text>3/day: blindness/deafness, circle of death (7th level; 10d6)</text>
			<text>1/day: finger of death</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) plus 1d4 Strength damage, and the target must succeed on a DC 17 Constitution saving throw or be paralyzed for 1d4 + 1 rounds. If the target creature is humanoid, it must succeed on a second DC 19 Constitution saving throw or contract darakhul fever.</text>
			<attack>Bite|9|3d8+5</attack>
		</action>
		<action>
			<name>Gravedust</name>
			<text>A bonepowder ghoul can project a 40-ft. cone of grave dust. All targets within the area must make a DC 19 Dexterity saving throw to avoid taking 4d8 necrotic damage, and must make a second DC 17 Constitution saving throw to avoid being infected with darakhul fever.</text>
		</action>
		<action>
			<name>Whirlwind (Recharge 5-6)</name>
			<text>A bonepowder ghoul can generate a whirlwind of bones and teeth. All creatures within a 20-foot cube take 66 (12d10) slashing damage and are drained of 1d6 Strength; a successful DC 17 Dexterity saving throw reduces damage to half and negates the Strength loss. The whirlwind dissipates after one round.</text>
		</action>
	</monster>
	<monster>
		<name>Ghoul, Darakhul</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (scale mail; 18 with shield)</ac>
		<hp>78 (12d8+24)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>17</dex>
		<con>14</con>
		<int>14</int>
		<wis>12</wis>
		<cha>12</cha>
		<skill>Deception +3, Stealth +5</skill>
		<resist>necrotic</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Darakhul</languages>
		<cr>3</cr>
		<trait>
			<name>Master of Disguise</name>
			<text>A darakhul in a prepared disguise has advantage on Charisma (Deception) checks made to pass as a living creature. While using this ability, the darakhul loses its stench.</text>
		</trait>
		<trait>
			<name>Stench</name>
			<text>Any creature that starts its turn within 5 feet of the darakhul must make a successful DC 12 Constitution saving throw or be poisoned until the start of its next turn. A successful saving throw makes the creature immune to the darakhul's stench for 24 hours. A darakhul using this ability can't also benefit from Master of Disguise.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>The darakhul has disadvantage on Wisdom (Perception) checks that rely on sight and on attack rolls while it, the object it is trying to see or attack in direct sunlight.</text>
		</trait>
		<trait>
			<name>Turning Defiance</name>
			<text>The darakhul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
		</trait>
		<trait>
			<name>Darakhul Fever</name>
			<text>Spread mainly through bite wounds, this rare disease makes itself known within 24 hours by swiftly debilitating the infected. A creature so afflicted must make a DC 17 Constitution saving throw after every long rest. On a failed save the victim takes 14 (4d6) necrotic damage, and its hit point maximum is reduced by an amount equal to the damage taken. This reduction can't be removed until the victim recovers from darakhul fever, and even then only by greater restoration or similar magic. The victim recovers from the disease by making successful saving throws on two consecutive days. Greater restoration cures the disease; lesser restoration allows the victim to make the daily Constitution check with advantage. Primarily spread among humanoids, the disease can affect ogres, and therefore other giants may be susceptible. If the infected creature dies while infected with darakhul fever, roll 1d20, add the character's current Constitution modifier, and find the result on the Adjustment Table to determine what undead form the victim's body rises in. Adjustment Table Roll Result:</text>
			<text>1-9 None; victim is simply dead</text>
			<text>10-16 Ghoul</text>
			<text>17-20 Ghast</text>
			<text>21+ Darakhul</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The darakhul bites once, claws once, and makes one war pick attack. Using a shield limits the darakhul to making either its claw or war pick attack, but not both.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.</text>
			<attack>Bite|5|2d8+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage. If the target is a creature other than an undead, it must make a successful DC 12 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a humanoid creature is paralyzed for 2 or more rounds (the victim fails at least 2 saving throws), consecutive or nonconsecutive, the creature contracts darakhul fever.</text>
			<attack>Claw|5|2d6+3</attack>
		</action>
		<action>
			<name>War Pick</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>War Pick|5|1d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Emperor Of The Ghouls</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>20 (natural armor)</ac>
		<hp>204 (24d8+96)</hp>
		<speed>30 ft., burrow 15 ft.</speed>
		<str>18</str>
		<dex>14</dex>
		<con>19</con>
		<int>20</int>
		<wis>17</wis>
		<cha>21</cha>
		<save>Dex +8, Wis +9</save>
		<skill>Deception +11, Insight +9, Perception +9, Persuasion +11</skill>
		<resist>cold, necrotic</resist>
		<immune>poison; bludgeoning, piercing, and slashing damage from nonmagical weapons.</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>19</passive>
		<languages> Common, Darakhul, Draconic, Gnoll, Undercommon</languages>
		<cr>20</cr>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If the emperor fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The emperor is a 17th-level spellcaster. His spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). The emperor knows the following sorcerer spells:</text>
			<text>Cantrips (at will): blade ward, chill touch, message, prestidigitation, shocking grasp, true strike</text>
			<text>1st level (4 slots): magic missile, shield</text>
			<text>2nd level (3 slots): mirror image, phantasmal force</text>
			<text>3rd level (3 slots): fear, fireball</text>
			<text>4th level (3 slots): blight, dimension door</text>
			<text>5th level (2 slots): cloudkill, hold monster</text>
			<text>6th level (1 slot): circle of death</text>
			<text>7th level (1 slot): finger of death, teleport</text>
			<text>8th level (1 slot): power word stun</text>
			<text>9th level (1 slot): power word kill</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in direct sunlight, the emperor has disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Turn Resistance</name>
			<text>The emperor has advantage on saving throws against effects that turn undead.</text>
		</trait>
		<trait>
			<name>Emperor Of The Ghouls' Lair Actions</name>
			<text>On initiative count 20 (losing initiative ties), the Emperor takes a lair action to cause one of the following effects. The Emperor can’t use the same effect two rounds in a row:</text>
			<text>- Until initiative count 20 on the following round, all creatures other than undead and constructs who take necrotic damage take an additional 7 (2d6) necrotic damage.</text>
			<text>- The emperor targets a creature within 30 feet that he can see. The creature must succeed on a DC 15 Constitution saving throw or take 18 (4d8) necrotic damage. The emperor regains hit points equal to the damage.</text>
			<text>- A wall of ice springs up from a surface within 100 feet of the emperor. The wall is 60 feet long, 10 feet high, and 5 feet thick. A creature in the wall’s space when it appears must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) cold damage; then the creature is pushed to either side of the wall (the creature’s choice). Each 5-foot section of the wall has AC 10, 15 hit points, resistance to piercing and slashing damage, immunity to cold, poison, and psychic damage, and vulnerability to fire damage. The wall lasts until the emperor uses this action again, or dies.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region around the emperor’s lair is warped by its magic, which creates one or more of the following effects:</text>
			<text>- Creatures within 1 mile of the lair who are infected with darakhul fever have disadvantage on Wisdom saving throws against spells and effects generated by ghouls or darakhul.</text>
			<text>- Dead bodies within 1 mile of the lair have an 80 percent chance to reanimate as skeletons or zombies 24 hours after their death. These undead never attack ghouls or dharakul, but instinctively obey their commands.</text>
			<text>- Phantom lights appear within 10 miles of the lair, more frequently the closer they are to the lair. The lights shed dim light out to 10 feet. Undead within such a light gain 1d6 temporary hit points at the start of their turn; the light can’t raise an undead’s hit points above 150 percent of its normal hit point maximum.</text>
			<text>If the emperor dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The emperor makes one bite attack and two claw attacks. He can make one attack with its scepter in place of a claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and a creature must make a successful DC 18 Constitution saving throw or contract darakhul fever (see page 215).</text>
			<attack>Bite|10|2d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and a creature must make a successful DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed creature repeats the saving throw at the ends of its turns, ending the effect on itself on a success.</text>
			<attack>Claw|10|2d6+4</attack>
		</action>
		<action>
			<name>Scepter</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4) bludgeoning damage plus 17 (5d6) necrotic damage.</text>
			<attack>Scepter|10|1d10+4</attack>
		</action>
		<reaction>
			<name>Blood Armor</name>
			<text>When the emperor takes damage from a creature it can see within 60 feet, the attacker takes necrotic damage equal to half the damage it did to the emperor.</text>
		</reaction>
		<legendary>
			<name>The Emperor can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The Emperor regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>The emperor makes one claw or bite attack.</text>
		</legendary>
		<legendary>
			<name>Cantrip</name>
			<text>The emperor casts a cantrip.</text>
		</legendary>
		<legendary>
			<name>Font of Power (3 actions)</name>
			<text>Roll 1d8. The emperor regains a spell slot of that level or lower.</text>
		</legendary>
		
	</monster>
	<monster>
		<name>Ghoul, Imperial</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (breastplate)</ac>
		<hp>93 (17d8+17)</hp>
		<speed>30 ft., burrow 15 ft.</speed>
		<str>16</str>
		<dex>14</dex>
		<con>12</con>
		<int>13</int>
		<wis>14</wis>
		<cha>14</cha>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Darakhul, Undercommon</languages>
		<cr>4</cr>
		<trait>
			<name>Turning Defiance</name>
			<text>The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The imperial ghoul makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and if the target creature is humanoid it must succeed on a DC 11 Constitution saving throw or contract darakhul fever.</text>
			<attack>Bite|5|2d8+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach, one target. Hit: 17 (4d6 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 11 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Claws|5|4d6+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 8 (1d8 + 2) piercing damage.</text>
			<attack>Light Crossbow|4|1d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Ghoul, Iron</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (breastplate)</ac>
		<hp>143 (22d8+44)</hp>
		<speed>30 ft., burrow 20 ft.</speed>
		<str>18</str>
		<dex>16</dex>
		<con>14</con>
		<int>14</int>
		<wis>14</wis>
		<cha>14</cha>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Darakhul, Undercommon</languages>
		<cr>5</cr>
		<trait>
			<name>Turning Defiance</name>
			<text>The iron ghoul and any ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The iron ghoul makes one bite attack and one claw attack, or three glaive attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.</text>
			<attack>Bite|7|3d8+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If the target is humanoid, it must succeed on a separate DC 13 Constitution saving throw or contract darakhul fever.</text>
			<attack>Claws|7|4d6+4</attack>
		</action>
		<action>
			<name>Glaive</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 20 (1d10 + 4) slashing damage.</text>
			<attack>Glaive|7|1d10+4</attack>
		</action>
		<action>
			<name>Heavy Bone Crossbow</name>
			<text>Ranged Weapon Attack: +6 to hit, range 100/400, one target. Hit: 8 (1d10 + 3) piercing damage.</text>
			<attack>Heavy Bone Crossbow|6|1d10+3</attack>
		</action>
	</monster>
	<monster>
		<name>Desert Giant</name>
		<size>H</size>
		<type>giant,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>175 (14d12+84)</hp>
		<speed>40 ft.</speed>
		<str>27</str>
		<dex>10</dex>
		<con>22</con>
		<int>13</int>
		<wis>18</wis>
		<cha>15</cha>
		<save>Str +12, Con +10, Cha +6</save>
		<skill>Perception +8, Stealth +4, Survival +8</skill>
		<immune>fire</immune>
		<senses></senses>
		<passive>18</passive>
		<languages> Common, Giant</languages>
		<cr>9</cr>
		<trait>
			<name>Sand Camouflage</name>
			<text>The giant has advantage on Dexterity (Stealth) checks made to hide in sandy terrain.</text>
		</trait>
		<trait>
			<name>Wasteland Stride</name>
			<text>The giant ignores difficult terrain caused by sand, gravel, or rocks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant makes two falchion attacks.</text>
		</action>
		<action>
			<name>Falchion</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 23 (6d4 + 8) slashing damage.</text>
			<attack>Falchion|12|6d4+8</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +12 to hit, range 60/240 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage.</text>
			<attack>Rock|12|4d10+8</attack>
		</action>
	</monster>
	<monster>
		<name>Flab Giant</name>
		<size>L</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>110 (13d10+39)</hp>
		<speed>20 ft.</speed>
		<str>20</str>
		<dex>6</dex>
		<con>16</con>
		<int>9</int>
		<wis>13</wis>
		<cha>8</cha>
		<save>Con +5</save>
		<skill>Perception +3</skill>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses></senses>
		<passive>13</passive>
		<languages> Dwarvish, Giant</languages>
		<cr>4</cr>
		<trait>
			<name>Massive</name>
			<text>A flab giant can't dash. Attacks that push, trip, or grapple are made with disadvantage against a flab giant.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant makes two slam attacks. If both hit, the target is grappled (escape DC 15), and the flab giant uses its squatting pin against the target as a bonus action.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.</text>
			<attack>Slam|7|2d6+5</attack>
		</action>
		<action>
			<name>Squatting Pin</name>
			<text>The flab giant squats atop the target, pinning it to the ground, where it is grappled and restrained (escape DC 17). The flab giant is free to attack another target, but the restrained creatures are released if it moves from its current space. As long as the giant does not move from the spot, it can maintain the squatting pin on up to two Medium-sized or smaller creatures. A creature suffers 9 (1d8 + 5) bludgeoning damage every time it starts its turn restrained by a squatting pin.</text>
		</action>
	</monster>
	<monster>
		<name>Hraesvelgr The Corpse Swallower</name>
		<size>H</size>
		<type>giant (shapechanger,tome of Beasts</type>
		<alignment>titan), neutral</alignment>
		<ac>19 (natural armor)</ac>
		<hp>241 (21d12+105)</hp>
		<speed>50 ft. (20 ft., fly 120 ft. in roc form)</speed>
		<str>25</str>
		<dex>10</dex>
		<con>20</con>
		<int>16</int>
		<wis>17</wis>
		<cha>20</cha>
		<save>Dex +6, Int +9, Wis +9, Cha +11</save>
		<skill>Athletics +13, Perception +9, Survival +9</skill>
		<resist>lightning, thunder</resist>
		<immune>cold; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>exhaustion</conditionImmune>
		<senses></senses>
		<passive>19</passive>
		<languages> Auran, Common, Giant (can't speak in roc form)</languages>
		<cr>19</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Hraesvelgr's innate spellcasting ability is Charisma (spell save DC 19). He can innately cast the following spells, requiring no material or somatic components:</text>
			<text>At will: feather fall, light</text>
			<text>3/day: control weather</text>
		</trait>
		<trait>
			<name>Keen Sight (Roc Form Only)</name>
			<text>Hraesvelgr has advantage on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If Hraesvelgr fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Shapechanger</name>
			<text>Hraesvelgr can use a bonus action to change into a roc. Any equipment he wears or carries melds into his new form. It keeps its game statistics except as noted. He reverts to his giant form if it is reduced to 0 hit points or when it uses a bonus action to change back.</text>
		</trait>
		<trait>
			<name>Hraesvelgr's Lair</name>
			<text>On initiative count 20 (losing initiative ties), Hraesvelgr takes a lair action to cause one of the following effects; Hraesvelgr can’t use the same effect two rounds in a row:</text>
			<text>- Hraesvelgr unleashes a blast of wind in a 60-foot cone. All creatures in the area must succeed on a DC 15 Dexterity saving throw or be knocked prone.</text>
			<text>- One creature within 60 feet that Hraesvelgr can see must succeed on a DC 15 Strength saving throw or be swept up in a pillar of wind. The creature is restrained and suspended 15 feet off the ground. If the creature has something to pull on, it can pull itself out of the wind by using an action and making a successful DC 15 Strength check; another creature who can reach the suspended creature can pull it free in the same way. Alternatively, a flying creature can repeat the saving throw as an action. On a success, it moves 5 feet out of the pillar of wind. This effect lasts until Hraesvelgr takes this action again or dies.</text>
			<text>- Hraesvelgr lets out a thunderous bellow in giant form or an ear-splitting shriek in roc form. All creatures within 30 feet must make a successful DC 15 Constitution saving throw or be frightened for 1 minute. A frightened creature repeats the saving throw at the end of its turn, ending the effect on itself on a success.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Hraesvelgr’s lair is warped by the corpse swallower’s magic, which creates one or more of the following effects:</text>
			<text>- Strong windstorms are common within 6 miles of the lair.</text>
			<text>- Giant avian beasts are drawn to the lair and fiercely defend it against intruders.</text>
			<text>- The wind within 10 miles of the lair bears a pungent carrion stench.</text>
			<text>If Hraesvelgr dies, conditions in the area surrounding the lair return to normal over the course of 1d10 days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>Hraesvelgr makes two attacks.</text>
		</action>
		<action>
			<name>Beak (Roc Form Only)</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 25 (4d8 + 7) piercing damage.</text>
			<attack>Beak|13|4d8+7</attack>
		</action>
		<action>
			<name>Fist (Giant Form Only)</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target must succeed on a DC 21 Constitution saving throw or be stunned until the start of Hraesvelgr's next turn.</text>
			<attack>Fist|13|3d8+7</attack>
		</action>
		<action>
			<name>Talons (Roc Form Only)</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 21 (4d6 + 7) slashing damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained and Hraesvelgr can't use his talons against another target.</text>
			<attack>Talons|13|4d6+7</attack>
		</action>
		<action>
			<name>Gale Blast (recharge 5-6)</name>
			<text>Hraesvelgr unleashes a gale-force blast of wind in a line 60 feet long and 10 feet wide. Creatures in the area take 35 (10d6) bludgeoning damage and are pushed 15 feet directly away from Hraesvelgr, or they take half damage and are not pushed with a successful DC 19 Strength saving throw.</text>
		</action>
		<legendary>
			<name>Hraesvelgr can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Hraesvelgr regains spent legendary actions at the start of his turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>Hraesvelgr makes a fist or talon attack.</text>
		</legendary>
		<legendary>
			<name>Move (2 actions)</name>
			<text>Hraesvelgr moves half his speed. If in roc form, all creatures within 10 feet of Hraesvelgr at the end of this move must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) bludgeoning damage and fall prone.</text>
		</legendary>
		<legendary>
			<name>Swallow (3 actions, Roc Form Only)</name>
			<text>Hraesvelgr makes a bite attack against a creature he has grappled. If he hits, he swallows the creature. A swallowed creature is no longer grappled, but is blinded, restrained, and has advantage against attacks and effects originating from outside Hraesvelgr. A swallowed creature takes 14 (4d6) acid damage at the start of each of Hraesvelgr's turns. If Hraesvelgr returns to giant form, or takes 40 damage or more in a single turn from a swallowed creature, he must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which land prone within 10 feet of the giant. If Hraesvelgr dies, swallowed creatures are no longer restrained and can escape the corpse by spending 30 feet of movement, exiting prone.</text>
		</legendary>
	</monster>
	<monster>
		<name>Jotun Giant</name>
		<size>G</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>20 (natural armor)</ac>
		<hp>407 (22d20+176)</hp>
		<speed>60 ft.</speed>
		<str>30</str>
		<dex>8</dex>
		<con>26</con>
		<int>18</int>
		<wis>20</wis>
		<cha>14</cha>
		<save>Con +14, Wis +11, Cha +8</save>
		<skill>Arcana +10, History +10, Nature +10, Stealth +5</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Common, Giant</languages>
		<cr>22</cr>
		<trait>
			<name>Immortality</name>
			<text>Jotuns suffer no ill effects from age, and are immune to effects that reduce ability scores and hit point maximum.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The Jotun giant's innate spellcasting ability is Wisdom (spell save DC 19). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: earthquake, shapechange, speak with animals</text>
			<text>3/day: bestow curse, gust of wind</text>
			<text>1/day: divination</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The giant has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The giant's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Too Big to Notice</name>
			<text>The sheer size of the Jotun giant often causes those near it to confuse one at rest for part of the landscape. The jotun has advantage on Stealth checks when not moving.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant makes two greatclub attacks and a frightful presence attack, or one rock throwing attack.</text>
		</action>
		<action>
			<name>Greatclub</name>
			<text>Melee Weapon Attack: +16 to hit, reach 30 ft., one target. Hit: 55 (10d8 + 10) bludgeoning damage.</text>
			<attack>Greatclub|16|10d8+10</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +16 to hit, range 90/240 ft., one target. Hit: 49 (6d12 + 10) bludgeoning damage.</text>
			<attack>Rock|16|6d12+10</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the giant's choice that is within 120 feet of the giant and aware of it must succeed on a DC 19 Wisdom saving throw or become frightened for 1 minute. A creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Once a creature's saving throw is successful, it is immune to the giant's Frightful Presence for the next 24 hours.</text>
		</action>
		<legendary>
			<name>The Jotun giant can take 1 legendary action, and only at the end of another creature's turn</name>
			<text>The giant regains the spent legendary action at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Detect</name>
			<text>The Jotun giant makes a Wisdom (Perception) check.</text>
		</legendary>
		<legendary>
			<name>Planar Return</name>
			<text>If banished, a Jotun giant can return to the plane it departed 2/day. If banished a third time, it cannot return.</text>
		</legendary>
		<legendary>
			<name>Sweeping Blow</name>
			<text>The Jotun giant can sweep its greatclub in an arc around itself. The sweep affects a semicircular path 30 feet wide around the giant. All targets in that area take 46 (8d8 + 10) bludgeoning damage, or no damage with a successful DC 19 Dexterity saving throw.</text>
		</legendary>
		<reaction>
			<name>Rock Catching</name>
			<text>If a rock or similar object is hurled at the giant, the giant can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.</text>
		</reaction>
	</monster>
	<monster>
		<name>Thursir Giant</name>
		<size>L</size>
		<type>giant,tome of Beasts</type>
		<alignment>neutral evil (50%) lawful evil (50%)</alignment>
		<ac>13 (chain shirt)</ac>
		<hp>114 (12d10+48)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>10</dex>
		<con>18</con>
		<int>13</int>
		<wis>15</wis>
		<cha>11</cha>
		<save>Con +6</save>
		<skill>Athletics +6, Perception +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Dwarven, Giant</languages>
		<cr>3</cr>
		<trait>
			<name>Cast Iron Stomach</name>
			<text>The giant can consume half of its weight in food without ill effect, and it has advantage against anything that would give it the poisoned condition. Poisonous and spoiled foodstuffs are common in a thursir lair.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The giant makes two warhammer attacks.</text>
		</action>
		<action>
			<name>Warhammer</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</text>
			<attack>Warhammer|6|2d8+4</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +6 to hit, range 40/160 ft., one target. Hit: 15 (2d10 + 4) bludgeoning damage.</text>
			<attack>Rock|6|2d10+4</attack>
		</action>
		<action>
			<name>Runic Blood (3/day)</name>
			<text>Thursir giants can inscribe the thurs rune on a weapon. A creature hit by the weapon takes an additional 1d8 lightning damage, and the target can't take reactions until the start of its next turn. The thurs rune lasts for one hour, or for three hits, whichever comes first.</text>
		</action>
	</monster>
	<monster>
		<name>Glass Gator</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>45 (7d10+7)</hp>
		<speed>30 ft, swim 50 ft</speed>
		<str>15</str>
		<dex>14</dex>
		<con>12</con>
		<int>4</int>
		<wis>10</wis>
		<cha>5</cha>
		<skill>Perception +2, Stealth +4</skill>
		<senses>Blindsight 30 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>1</cr>
		<trait>
			<name>Amphibious</name>
			<text>The glass gator can breathe air and water.</text>
		</trait>
		<trait>
			<name>Lunge</name>
			<text>When the glass gator leaps at least 10 feet toward a creature and hits that creature with a claws attack on the same turn, it can immediately constrict the target as a bonus action.</text>
		</trait>
		<trait>
			<name>Transparency</name>
			<text>The glass gator has advantage on Dexterity (Stealth) checks while underwater or in dim light.</text>
		</trait>
		<trait>
			<name>Standing Leap</name>
			<text>The glass gator can long jump up to 15 feet from water or up to 10 feet on land, with or without a running start.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained and the glass gator can't attack a different target.</text>
			<attack>Claws|4|2d4+2</attack>
		</action>
		<action>
			<name>Constrict</name>
			<text>One creature that's already grappled by the glass gator takes 7 (2d4 + 2) bludgeoning damage plus 7 (2d6) poison damage, or half as much poison damage with a successful DC 11 Constitution saving throw.</text>
		</action>
		<reaction>
			<name>Silt Cloud (Recharges after a Short or Long Rest)</name>
			<text>After taking damage while in water, the glass gator thrashes to stir up a 10-foot-radius cloud of silt around itself. The area inside the sphere is heavily obscured for 1 minute (10 rounds) in still water or 5 (2d4) rounds in a strong current. After stirring up the silt, the glass gator can move its speed.</text>
		</reaction>
	</monster>
	<monster>
		<name>Gnarljak</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16</ac>
		<hp>63 (14d6+14)</hp>
		<speed>30 ft.</speed>
		<str>13</str>
		<dex>22</dex>
		<con>11</con>
		<int>2</int>
		<wis>14</wis>
		<cha>1</cha>
		<save>Dex +9</save>
		<skill>Perception +5, Stealth +9</skill>
		<resist>cold, acid, fire; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>blindsight 30 ft.</senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>6</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 15 (2d8 + 6) piercing damage, and the target must succeed on a DC 16 Dexterity saving throw or fall prone.</text>
			<attack>Bite|9|2d8+6</attack>
		</action>
		<action>
			<name>Gnaw</name>
			<text>When a gnarljak knocks a Medium or smaller target prone, it immediately makes three additional bite attacks against the same target and can move 5 feet, all as a bonus action.</text>
		</action>
	</monster>
	<monster>
		<name>Gnoll Havoc Runner</name>
		<size>M</size>
		<type>humanoid (gnoll),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>58 (9d8+18)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>14</dex>
		<con>14</con>
		<int>8</int>
		<wis>12</wis>
		<cha>9</cha>
		<skill>Athletics +5, Perception +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Gnoll</languages>
		<cr>3</cr>
		<trait>
			<name>Harrying Attacks</name>
			<text>If the gnoll attacks two creatures in the same turn, the first target has disadvantage on attack rolls until the end of its next turn.</text>
		</trait>
		<trait>
			<name>Lightning Lope</name>
			<text>The gnoll can Dash or Disengage as a bonus action.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The gnoll has advantage on its attack rolls against a target if at least one of the gnoll's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gnoll makes one bite attack and two battleaxe attacks.</text>
		</action>
		<action>
			<name>Battleaxe</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used in two hands.</text>
			<attack>Battleaxe|5|1d8+3</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Goat-Man</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>65 (10d8+20)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>14</dex>
		<con>14</con>
		<int>10</int>
		<wis>13</wis>
		<cha>8</cha>
		<save>Dex +4</save>
		<skill>Acrobatics +4, Athletics +6, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Giant, Trollkin, but cannot speak</languages>
		<cr>3</cr>
		<trait>
			<name>Headbutt</name>
			<text>If the goat-man moves at least 10 feet straight toward a creature and then hits it with a slam attack on the same turn, the target must succeed on a DC 14 Strength saving throw or be knocked prone and stunned for 1 round. If the target is prone, the goat-man can make one bite attack against it immediately as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The goat-man makes one bite attack and one slam attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) piercing damage.</text>
			<attack>Bite|6|1d6+4</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.</text>
			<attack>Slam|6|2d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Dust Goblin</name>
		<size>S</size>
		<type>humanoid (goblinoid),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (leather armor)</ac>
		<hp>5 (1d6+2)</hp>
		<speed>40 ft.</speed>
		<str>8</str>
		<dex>16</dex>
		<con>14</con>
		<int>10</int>
		<wis>8</wis>
		<cha>8</cha>
		<skill>Stealth +7</skill>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>9</passive>
		<languages> Common, Goblin</languages>
		<cr>1/4</cr>
		<trait>
			<name>Twisted</name>
			<text>When the dust goblin attacks a creature from hiding, its target must make a successful DC 10 Wisdom saving throw or be frightened until the end of its next turn.</text>
		</trait>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Shortsword|5|1d6+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Light Crossbow|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Eye Golem</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>20 (natural armor)</ac>
		<hp>157 (15d10+75)</hp>
		<speed>30 ft.</speed>
		<str>22</str>
		<dex>9</dex>
		<con>20</con>
		<int>5</int>
		<wis>11</wis>
		<cha>1</cha>
		<skill>Perception +8</skill>
		<immune>fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhausted, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>18</passive>
		<languages> understands the language of its creator, but can't speak</languages>
		<cr>11</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The golem is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The golem has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The golem's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The golem makes two melee attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5ft., one target. Hit: 24 (4d8 + 6) bludgeoning damage.</text>
			<attack>Slam|10|4d8+6</attack>
		</action>
		<action>
			<name>Gaze of Ancient Light (Recharge 6)</name>
			<text>The golem emits a burst of blinding light, affecting all opponents within 30 feet who are visible to it. These creatures must make a successful DC 17 Constitution saving throw or be permanently blinded. All affected creatures, including those that save successfully, are stunned until the end of their next turn.</text>
		</action>
		<action>
			<name>Primal Voice of Doom (1/Day)</name>
			<text>The golem intones a disturbing invocation of the sun god. Creatures within 30 feet of the golem must make a successful DC 17 Wisdom saving throw or become frightened Deaf or unhearing creatures are unaffected.</text>
		</action>
		<action>
			<name>Shoot into the Sun (1 minute/day)</name>
			<text>When roused for combat, the golem opens many of its eyes, emitting blinding light. All ranged attacks, including ranged spells that require a spell attack roll, are made with disadvantage against the golem. The effect persists as long as the eye golem desires, up to a total of 1 minute (10 rounds) per day.</text>
		</action>
	</monster>
	<monster>
		<name>Hoard Golem</name>
		<size>H</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>18 (natural armor)</ac>
		<hp>161 (14d12+70)</hp>
		<speed>40 ft.</speed>
		<str>22</str>
		<dex>15</dex>
		<con>20</con>
		<int>3</int>
		<wis>11</wis>
		<cha>1</cha>
		<save>Con +9</save>
		<skill>Athletics +10, Perception +4</skill>
		<immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhausted, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>14</passive>
		<languages> understands the language of its creator but can't speak</languages>
		<cr>12</cr>
		<trait>
			<name>Strike with Awe</name>
			<text>Creatures within 120 feet of an immobile hoard golem suffer disadvantage on Wisdom (Perception) checks. A creature's sheer glee on discovering a vast hoard of treasure distracts it from its surroundings.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The golem is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The golem has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The golem's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The golem makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 39 (6d10 + 6) bludgeoning damage.</text>
			<attack>Slam|10|6d10+6</attack>
		</action>
		<action>
			<name>Thieving Whirlwind (Recharge 5-6)</name>
			<text>The hoard golem transforms into a 20-foot radius whirlwind of the treasures of which it is composed. In this form, it has immunity to all slashing and piercing damage. As a whirlwind, it can enter other creatures' spaces and stop there. Every creature in a space the whirlwind occupies must make a DC 17 Dexterity saving throw. On a failure, a target takes 40 (6d10 + 7) bludgeoning damage and the whirlwind removes the most valuable visible item on the target, including wielded items, but not armor. If the saving throw is successful, the target takes half the bludgeoning damage and retains all possessions. The golem can remain in whirlwind form for up to 3 rounds, or it can transform back to its normal form on any of its turns as a bonus action.</text>
		</action>
	</monster>
	<monster>
		<name>Salt Golem</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>110 (11d10+55)</hp>
		<speed>20 ft.</speed>
		<str>20</str>
		<dex>9</dex>
		<con>20</con>
		<int>3</int>
		<wis>11</wis>
		<cha>1</cha>
		<skill>Athletics +9</skill>
		<immune>fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>10</cr>
		<trait>
			<name>Blinding Salt Spray</name>
			<text>Any time the golem is hit in combat, thousands of tiny salt crystals erupt from its body. All creatures within 5 feet of the golem must succeed on a DC 17 Dexterity saving throw or become blinded for 1d3 rounds.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The golem is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The golem has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The golem's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The golem makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 27 (5d8 + 5) bludgeoning damage and the target must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Slam|9|5d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Smaragdine Golem</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>231 (22d10+110)</hp>
		<speed>30 ft.</speed>
		<str>24</str>
		<dex>11</dex>
		<con>21</con>
		<int>3</int>
		<wis>11</wis>
		<cha>1</cha>
		<immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>14</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The golem is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The golem has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The golem's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Absorb Magic</name>
			<text>As a bonus action, the golem targets any creature, object, or magical effect within 10 feet of it. The golem chooses a spell already cast on the target. If the spell is of 3rd level or lower, the golem absorbs the spell and it ends. If the spell is of 4th level or higher, the golem must make a check with a +9 modifier. The DC equals 10 + the spell's level. On a successful check, the golem absorbs the spell and it ends. The golem's body glows when it absorbs a spell, as if under the effect of a light spell. A smaragdine golem can only hold one absorbed spell at a time.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The golem makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 25 (4d8 + 7) bludgeoning damage.</text>
			<attack>Slam|12|4d8+7</attack>
		</action>
		<action>
			<name>Release Spell</name>
			<text>The golem can release an absorbed spell effect as a blast of green energy, which blasts out as a sphere centered on the golem with a radius of 10 feet per level of the absorbed spell. All creatures in the area of effect other than the golem takes 7 (2d6) lightning damage per level of the absorbed spell, or half damage with a successful DC 18 Dexterity saving throw. Creatures that fail the saving throw are also blinded until the end of the golem's next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Steam Golem</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>18 (natural armor)</ac>
		<hp>171 (18d10+72)</hp>
		<speed>40 ft.</speed>
		<str>26</str>
		<dex>12</dex>
		<con>18</con>
		<int>3</int>
		<wis>10</wis>
		<cha>1</cha>
		<immune>fire, poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> understands its creator's languages but can't speak</languages>
		<cr>13</cr>
		<trait>
			<name>Boiler Weakness</name>
			<text>A steam golem that's immersed in water or whose boiler is soaked with at least 20 gallons of water (such as from a water elemental) may be stopped in its tracks by the loss of steam pressure in the boiler. In the case of a water elemental, dousing a steam golem destroys the elemental and the golem must make a DC 20 Constitution saving throw. If it succeeds, the water instantly evaporates and the golem continues functioning normally. If it fails, the golem's fire is extinguished and the boiler loses pressure. The steam golem acts as if affected by a slow spell for 1d3 rounds, then becomes paralyzed until its fire is relit and it spends 15 minutes building up pressure.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The golem is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Extend Long Ax</name>
			<text>A steam golem can extend or retract one arm into long ax form as a bonus action.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The golem has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The golem's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The steam golem makes two ax arm attacks, or one long axe attack.</text>
		</action>
		<action>
			<name>Ax Arm</name>
			<text>Melee Weapon Attack: +13 to hit, reach 5 ft., one target. Hit: 22 (4d6 + 8) slashing damage.</text>
			<attack>Ax Arm|13|4d6+8</attack>
		</action>
		<action>
			<name>Long Axe</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 40 (5d12 + 8) slashing damage.</text>
			<attack>Long Axe|13|5d12+8</attack>
		</action>
		<action>
			<name>Steam Blast (Recharge 5-6)</name>
			<text>A steam golem can release a blast of steam. The golem chooses whether to affect a 5-foot radius around itself or a 20-foot cube adjacent to itself. Creatures in the affected area take 38 (7d10) fire damage, or half damage with a successful DC 17 Constitution saving throw.</text>
		</action>
		<reaction>
			<name>Whistle</name>
			<text>When an opponent within 30 feet of the golem tries to cast a spell, the steam golem can emit a shriek from its twin steam whistles. The spellcaster must make a DC 17 Constitution saving throw. If the save succeeds, the spell is cast normally. If it fails, the spell is not cast; the spell slot is not used, but the caster's action is.</text>
		</reaction>
	</monster>
	<monster>
		<name>Gray Thirster</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13</ac>
		<hp>39 (6d8+12)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>16</dex>
		<con>15</con>
		<int>6</int>
		<wis>12</wis>
		<cha>14</cha>
		<skill>Stealth +5</skill>
		<resist>bludgeoning, necrotic</resist>
		<immune>fire, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> understands all languages it knew in life but can't speak</languages>
		<cr>2</cr>
		<trait>
			<name>Thirst</name>
			<text>The gray thirster projects a 30-foot aura of desiccating thirst. The first time a creature enters the aura on its turn, or when it starts its turn in the aura, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion. If the saving throw is successful, the creature is immune to the gray thirster's Thirst for the next 24 hours.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gray thirster makes two claw attacks and one Withering Turban attack</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Claw|5|1d6+3</attack>
		</action>
		<action>
			<name>Withering Turban</name>
			<text>Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 5 (1d4 + 3) necrotic damage. If the target failed a saving throw against the Thirst trait at any point in this encounter, its hit point maximum is reduced by an amount equal to the damage it took from this attack. This reduction lasts until the target has no exhaustion levels.</text>
			<attack>Withering Turban|5|1d4+3</attack>
		</action>
		<action>
			<name>Drought (1/Day)</name>
			<text>The gray thirster draws the moisture from a 20-foot radius area centered on itself. Nonmagical water and other liquids in this area turn to dust. Each creature that is neither undead nor a construct in the area takes 9 (2d8) necrotic damage, or half damage with a successful DC 13 Constitution saving throw. Plants, oozes, and creatures with the Amphibious, Water Breathing, or Water Form traits have disadvantage on this saving throw. Liquids carried by a creature that makes a successful saving throw are not destroyed.</text>
		</action>
	</monster>
	<monster>
		<name>Rum Gremlin</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13</ac>
		<hp>22 (5d4+10)</hp>
		<speed>20 ft., climb 10 ft., swim 10 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>14</con>
		<int>12</int>
		<wis>9</wis>
		<cha>12</cha>
		<skill>Stealth +5</skill>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The gremlin's innate spellcasting ability is Charisma (spell save DC 11). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: prestidigitation</text>
			<text>3/day: hex</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The gremlin has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The goblin makes one claw attack and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Bite|5|1d4+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, range 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Claws|5|1d6+3</attack>
		</action>
		<action>
			<name>Aura of Drunkenness</name>
			<text>A rum gremlin radiates an aura of drunkenness to a radius of 20 feet. Every creature that starts its turn in the aura must make a successful DC 12 Constitution saving throw against poison or be poisoned for one hour.</text>
		</action>
	</monster>
	<monster>
		<name>Grim Jester</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>136 (16d8+64)</hp>
		<speed>30 ft.</speed>
		<str>14</str>
		<dex>22</dex>
		<con>18</con>
		<int>16</int>
		<wis>16</wis>
		<cha>20</cha>
		<save>Dex +10, Con +8, Cha +9</save>
		<skill>Acrobatics +10, Deception +9, Perception +7, Performance +9, Sleight of Hand +10, Stealth +10</skill>
		<resist>cold</resist>
		<immune>necrotic, poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Abyssal, Celestial, Common, Gnomish, telepathy 60 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The jester's spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). It can innately cast the following spells requiring no components:</text>
			<text>At will: disguise self, grease, inflict wounds, magic mouth, misty step</text>
			<text>3/day each: contagion, mirror image</text>
			<text>1/day each: delayed blast fireball, finger of death, mislead, seeming</text>
		</trait>
		<trait>
			<name>Last Laugh</name>
			<text>Unless it is destroyed in a manner amusing to the god of death that created it, the grim jester is brought back after 1d20 days in a place of the god's choosing.</text>
		</trait>
		<trait>
			<name>Mock the Dying</name>
			<text>Death saving throws made within 60 feet of the jester have disadvantage.</text>
		</trait>
		<trait>
			<name>Turn Resistance</name>
			<text>The jester has advantage on saving throws against any effect that turns undead.</text>
		</trait>
		<action>
			<name>Joker's Shuffle (recharge 6)</name>
			<text>The jester forces one Medium or Small humanoid within 60 feet to make a DC 17 Charisma saving throw. If the saving throw fails, the jester and the target exchange locations via teleportation and an illusion causes them to swap appearance: the jester looks and sounds like the target, and the target looks and sounds like the jester. The illusion lasts for 1 hour unless it is dismissed earlier by the jester as a bonus action, or dispelled (DC 17).</text>
		</action>
		<action>
			<name>Killing Joke (recharge 6)</name>
			<text>The jester performs an ancient, nihilistic joke of necromantic power. This joke has no effect on undead or constructs. All other creatures within 60 feet of the jester must make a DC 17 Wisdom saving throw. Those that fail fall prone in a fit of deadly laughter. The laughter lasts 1d4 rounds, during which time the victim is incapacitated and unable to stand up from prone. At the end of its turn each round, an incapacitated victim must make a successful DC 17 Constitution saving throw or be reduced to 0 hit points. The laughter can be ended early by rendering the victim unconscious or with greater restoration or comparable magic.</text>
		</action>
		<reaction>
			<name>Ridicule Hope (recharge 4-6)</name>
			<text>When a spell that restores hit points is cast within 60 feet of the jester, the jester can cause that spell to inflict damage instead of curing it. The damage equals the hit points the spell would have cured.</text>
		</reaction>
	</monster>
	<monster>
		<name>Gug</name>
		<size>H</size>
		<type>giant,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>270 (20d12+140)</hp>
		<speed>40 ft.</speed>
		<str>24</str>
		<dex>10</dex>
		<con>25</con>
		<int>10</int>
		<wis>8</wis>
		<cha>14</cha>
		<save>Str +12, Dex +4, Con +11, Cha +6</save>
		<skill>Athletics +11, Perception +3, Stealth +4</skill>
		<immune>poison</immune>
		<conditionImmune>confusion, exhaustion, paralysis, poisoned</conditionImmune>
		<senses>darkvision 240 ft.</senses>
		<passive>13</passive>
		<languages> Deep Speech, Giant, Undercommon</languages>
		<cr>12</cr>
		<trait>
			<name>Towering Strength</name>
			<text>A gug can lift items up to 4,000 pounds as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The gug makes two slam attacks, two stomp attacks, or one of each.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one creature. Hit: 16 (2d8 + 7) bludgeoning damage. If a creature is hit by this attack twice in the same turn, the target must make a successful DC 19 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Slam|11|2d8+7</attack>
		</action>
		<action>
			<name>Stomp</name>
			<text>Melee Weapon Attack. +11 to hit, reach 10 ft. Hit: 20 (2d12 + 7) bludgeoning damage.</text>
		</action>
		<legendary>
			<name>A gug can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. A gug regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>The gug moves up to half its speed.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>The gug makes one slam or stomp attack.</text>
		</legendary>
		<legendary>
			<name>Grab</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: the target is grappled (escape DC 17).</text>
			<attack>Grab|11|</attack>
		</legendary>
		<legendary>
			<name>Swallow</name>
			<text>The gug swallows one creature it has grappled. The creature takes 26 (3d12 + 7) bludgeoning damage immediately plus 13 (2d12) acid damage at the start of each of the gug's turns. A swallowed creature is no longer grappled but is blinded and restrained, and has total cover against attacks and other effects from outside the gug. If the gug takes 75 points of damage in a single turn, the swallowed creature is expelled and falls prone next to the gug. When the gug dies, a swallowed creature can crawl from the corpse by using 10 feet of movement.</text>
		</legendary>
		<legendary>
			<name>Throw</name>
			<text>The gug throws one creature it has grappled. The creature is thrown a distance of 2d4 times 10 feet in the direction the gug chooses, and takes 20 (2d12 + 7) bludgeoning damage (plus falling damage if they are thrown into a chasm or off a cliff). A gug can throw a creature up to Large size. Small creatures are thrown twice as far, but the damage is the same.</text>
		</legendary>
	</monster>
	<monster>
		<name>Blood Hag</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>178 (21d8+84)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>20</str>
		<dex>16</dex>
		<con>18</con>
		<int>19</int>
		<wis>21</wis>
		<cha>17</cha>
		<save>Dex +7, Con +8, Cha +7</save>
		<skill>Deception +7, Intimidation +7, Perception +9, Stealth +7</skill>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>blood sense 90 ft., darkvision 60 ft.</senses>
		<passive>19</passive>
		<languages> Common, Giant, Infernal, Sylvan, Trollkin</languages>
		<cr>11</cr>
		<trait>
			<name>Blood Sense</name>
			<text>A blood hag automatically senses the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The hag's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: disguise self, knock, minor illusion, misty step, pass without trace, protection from evil and good, tongues, water breathing</text>
			<text>3/day each: bestow curse, invisibility, mirror image</text>
			<text>1/day each: cloudkill, modify memory</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The blood hag makes two claw attacks and one blood-drinking hair attack.</text>
		</action>
		<action>
			<name>Blood-Drinking Hair</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 18 (3d8 + 5) piercing damage and a Medium or smaller target is grappled (escape DC 15). A grappled creature takes 13 (2d8 + 3) necrotic damage at the start of the hag's turns, and the hag heals half as many hit points. The hag gains excess healing as temporary hit points. The hag can grapple one or two creatures at a time. Also see Face Peel.</text>
			<attack>Blood-Drinking Hair|9|3d8+5</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (4d6 + 5) slashing damage.</text>
			<attack>Claws|9|4d6+5</attack>
		</action>
		<action>
			<name>Call the Blood</name>
			<text>The blood hag targets a living creature within 30 feet that she detects with her blood sense and makes the target bleed uncontrollably. The target must make a successful DC 16 Constitution saving throw or suffer one of the effects listed below. A target that saves successfully cannot be affected by this hag's ability again for 24 hours.</text>
		</action>
		<action>
			<name>1</name>
			<text>Blood Choke Curse. The target's mouth fills with blood, preventing any speech or spellcasting with verbal components for 1 minute.</text>
		</action>
		<action>
			<name>2</name>
			<text>Blood Eye. The target's eyes well up with bloody tears. The target is blinded for 1 minute.</text>
		</action>
		<action>
			<name>3</name>
			<text>Heart Like Thunder. The target hears only the rushing of blood and their thumping heart. They are deaf for 1 minute.</text>
		</action>
		<action>
			<name>4</name>
			<text>Rupturing Arteries. The victim suffers 7 (2d6) slashing damage as its veins and arteries burst open. The target repeats the saving throw at the beginning of each of its turns. It takes 3 (1d6) necrotic damage if the saving throw fails, but the effect ends on a successful save.</text>
		</action>
		<action>
			<name>Face Peel</name>
			<text>The blood hag peels the face off one grappled foe. The target must make a DC 17 Dexterity saving throw. If the saving throw fails, the face is torn off; the target takes 38 (8d6 + 10) slashing damage and is stunned until the start of the hag's next turn. If the save succeeds, the target takes half damage and isn't stunned. Heal, regeneration, or comparable magic restores the stolen features; other curative magic forms a mass of scar tissue. The peeled-off face is a tiny, animated object (per the spell-20 HP, AC 18, no attack, Str 4, Dex 18) under the hag's control. It retains the former owner's memories and personality. Blood hags keep such faces as trophies, but they can also wear someone's face to gain advantage on Charisma (Deception) checks made to imitate the face's former owner.</text>
		</action>
	</monster>
	<monster>
		<name>Mirror Hag</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>168 (16d8+96)</hp>
		<speed>30 ft., fly 10 ft.</speed>
		<str>15</str>
		<dex>16</dex>
		<con>22</con>
		<int>12</int>
		<wis>14</wis>
		<cha>19</cha>
		<resist>thunder</resist>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The hag's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: disguise self, inflict wounds (4d10), message, ray of enfeeblement</text>
			<text>1/day each: detect thoughts, dispel magic, lightning bolt, locate creature, shillelagh, stinking cloud, teleport</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The hag has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Confounding Ugliness</name>
			<text>When confronting a mirror hag at any range, a creature must make a choice at the start of each of its turns: either avert its eyes so that it has disadvantage on attack rolls against the hag until the start of its next turn, or look at the hag and make a DC 15 Constitution saving throw. Failure on the saving throw leaves the character stunned until the start of its next turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A mirror hag can use its Reconfiguring Curse and make one melee attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 21 (4d8 + 3) piercing damage, or 39 (8d8 + 3) piercing damage against a stunned target.</text>
			<attack>Bite|6|4d8+3</attack>
		</action>
		<action>
			<name>Quarterstaff</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.</text>
			<attack>Quarterstaff|5|1d6+2</attack>
		</action>
		<action>
			<name>Reconfiguring Curse</name>
			<text>The mirror hag curses a living creature within 60 feet, giving it beastly or hideous features. The target of the reconfiguring curse must succeed on a DC 15 Constitution saving throw or take 1d6 Charisma damage. A successful save renders the target immune to further uses of that hag's curse for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Red Hag</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>119 (14d8+56)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>19</str>
		<dex>16</dex>
		<con>18</con>
		<int>18</int>
		<wis>22</wis>
		<cha>15</cha>
		<skill>Arcana +9, Deception +5, Insight +7, Perception +9</skill>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>blood sense 90 ft., darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Druidic, Giant</languages>
		<cr>7</cr>
		<trait>
			<name>Amphibious</name>
			<text>The hag can breathe air and water.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The hag is an 8th-level spellcaster. Her spellcasting ability is Wisdom (Spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The hag has the following druid spells prepared:</text>
			<text>Cantrips (at will): animal friendship (red hags treat this as a cantrip), poison spray, thorn whip</text>
			<text>1st level (4 slots): cure wounds, entangle, speak with animals</text>
			<text>2nd level (3 slots): barkskin, flame blade, lesser restoration</text>
			<text>3rd level (3 slots): call lightning, conjure animals, dispel magic, meld into stone</text>
			<text>4th level (2 slots): control water, dominate beast, freedom of movement, hallucinatory terrain</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The hag has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Blood Sense</name>
			<text>A red hag automatically senses the presence of the blood of living creatures within 90 feet and can pinpoint their locations within 30 feet.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) slashing damage.</text>
			<attack>Claws|6|3d8+4</attack>
		</action>
		<action>
			<name>Siphoning Aura (Recharge 5-6)</name>
			<text>The red hag radiates an aura in a 30-foot radius, lasting for 3 rounds, that draws all fluids out through a creature's mouth, nose, eyes, ears, and pores. Every creature of the hag's choosing that starts its turn in the affected area takes 18 (4d6 + 4) necrotic damage, or half damage with a successful DC 15 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Sand Hag</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft., burrow 30 ft.</speed>
		<str>18</str>
		<dex>15</dex>
		<con>16</con>
		<int>16</int>
		<wis>14</wis>
		<cha>16</cha>
		<skill>Deception +6, Perception +5, Stealth +5</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Common, Dwarvish, Giant, Gnomish</languages>
		<cr>5</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The sand hag has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The sand hag's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: invisibility</text>
			<text>2/day each: hallucinatory terrain, major image</text>
		</trait>
		<trait>
			<name>Mimicry</name>
			<text>The sand hag can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations only with a successful DC 14 Wisdom (Insight) check.</text>
		</trait>
		<trait>
			<name>Scorpion Step</name>
			<text>The sand hag walks lightly across sandy surfaces, never sinking into soft sand or leaving tracks. When in sand terrain, the sand hag ignores difficult terrain, doesn't leave tracks, and gains tremorsense 30 ft.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sand hag makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage. If the target is a creature, it must make a successful DC 12 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Claw|7|1d8+4</attack>
		</action>
		<action>
			<name>Scouring Sirocco (Recharge 5-6)</name>
			<text>The sand hag generates a blast of hot wind in a 30-foot line or a 15-foot cone. Creatures inside it take 14 (4d6) slashing damage plus 7 (2d6) fire damage and are blinded for 1 minute; a successful DC 14 Constitution saving throw halves the damage and negates the blindness. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. The affected area (line or cone) is heavily obscured until the end of the sand hag's next turn.</text>
		</action>
		<action>
			<name>Change Shape</name>
			<text>The hag polymorphs into a Small or Medium female humanoid, or back into her true form. Her statistics are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies.</text>
		</action>
	</monster>
	<monster>
		<name>Owl Harpy</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14</ac>
		<hp>112 (15d8+45)</hp>
		<speed>20 ft., fly 80 ft. (hover).</speed>
		<str>12</str>
		<dex>17</dex>
		<con>16</con>
		<int>11</int>
		<wis>14</wis>
		<cha>14</cha>
		<skill>Performance +7, Stealth +6</skill>
		<vulnerable>thunder</vulnerable>
		<senses>blindsight 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Abyssal, Giant</languages>
		<cr>5</cr>
		<trait>
			<name>Quiet Flight</name>
			<text>The owl harpy gains an additional +3 to Stealth (+9 in total) while flying.</text>
		</trait>
		<trait>
			<name>Dissonance</name>
			<text>The owl harpy can't use its blindsight while deafened.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The owl harpy's innate spellcasting ability is Charisma. The owl harpy can innately cast the following spells, requiring no material components:</text>
			<text>3/day: darkness</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The owl harpy makes two claw attacks and two talon attacks.</text>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.</text>
			<attack>Claws|6|2d4+3</attack>
		</action>
		<action>
			<name>Talons</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</text>
			<attack>Talons|6|2d6+3</attack>
		</action>
		<action>
			<name>Hovering Darkness</name>
			<text>An owl harpy that hovers in flight can shake a fine, magical dander from her wings over a creature within 20 feet and directly below her. The creature must succeed on a DC 15 Constitution saving throw or fall unconscious and be poisoned for 10 minutes. It wakes up if it takes damage or if a creature uses an action to shake it awake, but waking up doesn't end the poisoning.</text>
		</action>
		<action>
			<name>Luring Song</name>
			<text>The owl harpy sings a magical melody. Every humanoid and giant within 300 feet of the harpy that can hear the song must succeed on a DC 15 Wisdom saving throw or be charmed until the song ends. The harpy must use a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the harpy becomes incapacitated. While charmed by the harpy, a target is incapacitated and ignores the songs of other harpies. A charmed target that is more than 5 feet away from the harpy must move at its highest rate (including dashing, if necessary) along the most direct route to get within 5 feet of the harpy. The charmed creature doesn't maneuver to avoid opportunity attacks, but it can repeat the saving throw every time it takes damage from anything other than the harpy. It also repeats the saving throw before entering damaging terrain (lava or a pit, for example), if the most direct route includes a dangerous space. A creature also repeats the saving throw at the end of each of its turns. A successful saving throw ends the effect on that creature and makes the creature immune to this harpy's song for 24 hours.</text>	
		</action>
	</monster>
	<monster>
		<name>Haugbui</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>136 (16d8+64)</hp>
		<speed>0 ft., fly 40 ft. (hover)</speed>
		<str>18</str>
		<dex>17</dex>
		<con>18</con>
		<int>15</int>
		<wis>20</wis>
		<cha>16</cha>
		<save>Dex +8, Con +9, Wis +10</save>
		<skill>Arcana +7, History +7, Intimidation +8, Perception +10, Religion +12</skill>
		<resist>cold, lightning, necrotic</resist>
		<immune>poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>20</passive>
		<languages> the languages it spoke in life; telepathy 120 ft.</languages>
		<cr>13</cr>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The haugbui can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The haugbui's innate spellcasting ability is Wisdom (spell save DC 18). It can innately cast the following spells, requiring no material components:</text>
			<text>Constant: detect thoughts, invisibility, mage hand, scrying</text>
			<text>At will: dancing lights, druidcraft, mending, spare the dying</text>
			<text>7/day each: bane, create or destroy water, fog cloud, purify food and drink</text>
			<text>5/day each: blindness/deafness, gust of wind, locate object, moonbeam, shatter</text>
			<text>3/day each: bestow curse, dispel magic, plant growth, remove curse, telekinesis</text>
			<text>1/day each: blight, contagion, dream</text>
			<text>1/week each: geas, hallow</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the haugbui fails a saving throw it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Sepulchral Scrying (1/Day)</name>
			<text>An invisible magical eye is created under the haugbui's control, allowing it to watch its territory without leaving the burial mound. The eye travels at the speed of thought and can be up to 5 miles from the haugbui's location. The haugbui can see and hear as if it were standing at the eye's location, and it can use its innate spellcasting abilities as if it were at the eye's location. The eye can be noticed with a successful DC 18 Wisdom (Perception) check and can be dispelled as if it were 3rd-level spell. Spells that block other scrying spells work against Sepulchral Scrying as well. Unless dismissed by its creator or dispelled, lasts for up to 12 hours after its creation; only one can be created per 24-hour period.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the haugbui has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Turn Resistance</name>
			<text>The haugbui has advantage on saving throws against any effect that turns undead.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The haugbui makes two psychic claw attacks.</text>
		</action>
		<action>
			<name>Psychic Claw</name>
			<text>Ranged Magical Attack: +10 to hit, range 40 ft., one target. Hit: 32 (6d8 + 5) psychic damage.</text>
			<attack>Psychic Claw|10|6d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Herald Of Blood</name>
		<size>H</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>115 (10d12+50)</hp>
		<speed>30 ft., swim 30 ft, fly 50 ft.</speed>
		<str>22</str>
		<dex>12</dex>
		<con>20</con>
		<int>14</int>
		<wis>17</wis>
		<cha>16</cha>
		<save>Str +10, Con +9, Wis +7</save>
		<skill>Arcana +6, Perception +7</skill>
		<resist>piercing, lightning</resist>
		<immune>fire, poison</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 240 ft.</senses>
		<passive>17</passive>
		<languages> Common, Draconic, Infernal, Void Speech</languages>
		<cr>12</cr>
		<trait>
			<name>Blood Armor</name>
			<text>The herald of blood takes no damage from the first attack against it each round and ignores any nondamaging effects of the attack.</text>
		</trait>
		<trait>
			<name>Gift of Blood</name>
			<text>As an action, the herald of blood can transform any fey, human, or goblin into a red hag, if the target willingly accepts this transformation.</text>
		</trait>
		<trait>
			<name>Grant Blood Rage</name>
			<text>As a bonus action, the herald of blood can grant a single living creature blood rage, giving it advantage on attacks for 3 rounds. At the end of this time, the target gains 1 level of exhaustion and suffers 13 (2d12) necrotic damage from blood loss.</text>
		</trait>
		<trait>
			<name>Humanoid Form</name>
			<text>A herald of blood can assume a humanoid form at will as a bonus action, and dismiss this form at will.</text>
		</trait>
		<trait>
			<name>Melting Touch</name>
			<text>When a herald of blood scores a critical hit or starts its turn with a foe grappled, it can dissolve one metal or wood item of its choosing in that foe's possession. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 17 Dexterity saving throw.</text>
		</trait>
		<action>
			<name>Engulfing Protoplasm</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) slashing damage and the target must make a successful DC 17 Dexterity saving throw or be grappled by the herald of blood (escape DC 16). While grappled this way, the creature takes 39 (6d12) acid damage at the start of each of the herald's turns. The herald can have any number of creatures grappled this way.</text>
			<attack>Engulfing Protoplasm|10|2d12+6</attack>
		</action>
		<legendary>
			<name>A herald of blood can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. A herald of blood regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move (1 Action)</name>
			<text>The herald of blood moves up to half its speed.</text>
		</legendary>
		<legendary>
			<name>Call of Blood (2 Actions)</name>
			<text>Melee Weapon Attack. +10 to hit, reach 5 ft., all creatures in reach. Hit: 39 (6d12) necrotic damage and each target must make a successful DC 17 Constitution saving throw or gain 1 level of exhaustion.</text>
		</legendary>
		<legendary>
			<name>Majesty of Ragnarok (3 Actions)</name>
			<text>The herald of blood emits a terrifying burst of eldritch power. All creatures within 100 feet and in direct line of sight of the herald take 32 (5d12) necrotic damage, gain 2 levels of exhaustion, and are permanently blinded. Targets that make a successful DC 15 Charisma saving throw are not blinded and gain only 1 level of exhaustion.</text>
		</legendary>
	</monster>
	<monster>
		<name>Herald Of Darkness</name>
		<size>L</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>105 (10d10+50)</hp>
		<speed>30 ft., swim 30 ft, fly 50 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>20</con>
		<int>12</int>
		<wis>15</wis>
		<cha>20</cha>
		<save>Str +8, Con +8, Cha +8</save>
		<skill>Athletics +8, Deception +8, Perception +5</skill>
		<resist>bludgeoning, thunder</resist>
		<immune>cold, lightning, necrotic, poison</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 200 ft.</senses>
		<passive>15</passive>
		<languages> Common, Elvish, Goblin, Infernal, Sylvan</languages>
		<cr>7</cr>
		<trait>
			<name>Corrupting Touch</name>
			<text>A herald of darkness can destroy any wooden, leather, copper, iron, or paper object by touching it as a bonus action. A mundane item is destroyed automatically; a magical item survives if its owner makes a successful DC 16 Dexterity saving throw.</text>
		</trait>
		<trait>
			<name>Gift of Darkness</name>
			<text>A herald of darkness can transform any fey, human, or goblin into one of the shadow fey, if the target willingly accepts this transformation.</text>
		</trait>
		<trait>
			<name>Shadow Form</name>
			<text>A herald of darkness can become incorporeal as a shadow as a bonus action. In this form, it has a fly speed of 10 feet; it can enter and occupy spaces occupied by other creatures; it gains resistance to all nonmagical damage; it has advantage on physical saving throws; it can pass through any gap or opening; it can't attack, interact with physical objects, or speak. It can return to its corporeal form also as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The herald of darkness uses Majesty of the Abyss, if it is available, and makes one melee attack.</text>
		</action>
		<action>
			<name>Embrace Darkness</name>
			<text>Melee Weapon Attack. +8 to hit, reach 5 ft., all creatures in reach. Hit: 6 (1d12) necrotic damage and targets are paralyzed until the start of the herald's next turn. Making a DC 17 Constitution saving throw negates the paralysis.</text>
		</action>
		<action>
			<name>Majesty of the Abyss (Recharge 4-6)</name>
			<text>The herald of darkness emits a sinister burst of infernal power. All creatures within 30 feet and in direct line of sight of the herald take 19 (3d12) necrotic damage and must make a DC 17 Constitution saving throw. Those who fail the saving throw are blinded for 2 rounds; those who succeed are frightened for 2 rounds.</text>
		</action>
		<action>
			<name>Shadow Sword</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 18 (2d12 + 5) slashing damage.</text>
			<attack>Shadow Sword|8|2d12+5</attack>
		</action>
	</monster>
	<monster>
		<name>Horakh</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>161 (19d8+76)</hp>
		<speed>40 ft., climb 30 ft.</speed>
		<str>18</str>
		<dex>19</dex>
		<con>19</con>
		<int>8</int>
		<wis>15</wis>
		<cha>10</cha>
		<save>Dex +12</save>
		<skill>Athletics +8, Perception +6, Stealth +8</skill>
		<senses>darkvision 60 ft., tremorsense 30 ft.</senses>
		<passive>20</passive>
		<languages> understands Undercommon</languages>
		<cr>9</cr>
		<trait>
			<name>Shadow Stealth</name>
			<text>A horakh can hide as a bonus action if it's in dim light or darkness.</text>
		</trait>
		<trait>
			<name>Standing Leap</name>
			<text>As part of its movement, the horakh can jump up to 20 feet horizontally and 10 feet vertically, with or without a running start.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The horakh makes two claw attacks and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage. If the bite attack hits a target that's grappled by the horakh, the target must make a successful DC 16 Dexterity saving throw or one of its eyes is bitten out. A creature with just one remaining eye has disadvantage on ranged attack rolls and on Wisdom (Perception) checks that rely on sight. If both (or all) eyes are lost, the target is blinded. The regenerate spell and comparable magic can restore lost eyes. Also see Implant Egg, below.</text>
			<attack>Bite|8|4d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage. If both attacks hit the same Medium or smaller target in a single turn, the target is grappled (escape DC 14).</text>
			<attack>Claw|8|3d8+4</attack>
		</action>
		<action>
			<name>Implant Egg</name>
			<text>If a horakh's bite attack reduces a grappled creature to 0 hit points, or it bites a target that's already at 0 hit points, it implants an egg in the creature's eye socket. The deposited egg grows for 2 weeks before hatching. If the implanted victim is still alive, it loses 1d2 Constitution every 24 hours and has disadvantage on attack rolls and ability checks. After the first week, the victim is incapacitated and blinded. When the egg hatches after 2 weeks, an immature horakh erupts from the victim's head, causing 1d10 bludgeoning, 1d10 piercing, and 1d10 slashing damage. A lesser restoration spell can kill the egg during its incubation.</text>
		</action>
	</monster>
	<monster>
		<name>Hound Of The Night</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>112 (15d10+30)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>16</dex>
		<con>14</con>
		<int>9</int>
		<wis>14</wis>
		<cha>10</cha>
		<save>Dex +6, Con +5, Wis +5</save>
		<skill>Intimidation +3, Perception +5, Stealth +6</skill>
		<immune>cold</immune>
		<vulnerable>fire</vulnerable>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> understands Elvish and Umbral but can't speak</languages>
		<cr>5</cr>
		<trait>
			<name>Blood Scent</name>
			<text>A hound of the night can follow a scent through phase shifts, ethereal movement, dimension door, and fey steps of any kind. Teleport and plane shift are beyond their ability to follow.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The hound's innate spellcasting ability is Wisdom (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: dimension door</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone.</text>
			<attack>Bite|8|3d10+5</attack>
		</action>
		<action>
			<name>Frost Breath (Recharge 5-6)</name>
			<text>The hound exhales a 15-foot cone of frost. Those in the area of effect take 44 (8d10) cold damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Hulking Whelp</name>
		<size>S</size>
		<type>fey (shapechanger),tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>94 (9d12+36)</hp>
		<speed>40 ft.</speed>
		<str>21</str>
		<dex>10</dex>
		<con>18</con>
		<int>7</int>
		<wis>14</wis>
		<cha>9</cha>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>impaired sight 30 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Calm State</name>
			<text>When a hulking whelp is calm and unafraid, it uses the following statistics instead of those listed above: Size Small; HP 9 (6d6 . 12); Speed 20 ft.; STR 8 (-1); CON 6 (-2); Languages Common, Sylvan</text>
		</trait>
		<trait>
			<name>Poor Senses</name>
			<text>A hulking whelp has poor hearing and is nearsighted. It can see in normal or dim light up to 30 feet and hear sounds from up to 60 feet away.</text>
		</trait>
		<trait>
			<name>Unleashed Emotion</name>
			<text>When a hulking whelp feels threatened - it's touched, intimidated, cornered, attacked, or even just if a stranger moves adjacent to the whelp - it immediately grows from size Small to Huge as a reaction. If the whelp was attacked, this reaction occurs after the attack is made but before damage is done. Nearby creatures and objects are pushed to the nearest available space and must make a successful DC 15 Strength saving throw or fall prone. Weapons, armor, and other objects worn or carried by the hulking whelp grow (and shrink again) proportionally when it changes size. Overcome by raw emotion, it sets about destroying anything and everything it can see (which isn't much) and reach (which is quite a lot). The transformation lasts until the hulking whelp is unaware of any nearby creatures for 1 round, it drops to 0 hit points, it has 5 levels of exhaustion, or it's affected by a calm emotions spell or comparable magic. The transformation isn't entirely uncontrollable; people or creatures the whelp knows and trusts can be near it without triggering the reaction. Under the wrong conditions, such as in a populated area, a hulking whelp's Unleashed Emotion can last for days.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The hulking whelp makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 15 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.</text>
			<attack>Slam|8|3d8+5</attack>
		</action>
		<reaction>
			<name>Quick Step</name>
			<text>A hulking whelp can move 20 feet as a reaction when it is attacked. No opportunity attacks are triggered by this move.</text>
		</reaction>
	</monster>
	<monster>
		<name>Hundun</name>
		<size>L</size>
		<type>celestial,tome of Beasts</type>
		<alignment>chaotic good</alignment>
		<ac>18 (natural armor)</ac>
		<hp>153 (18d10+54)</hp>
		<speed>40 ft., fly 40 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>16</con>
		<int>4</int>
		<wis>20</wis>
		<cha>18</cha>
		<save>Con +7, Wis +9, Cha +8</save>
		<skill>Athletics +9, Insight +9, Perception +9</skill>
		<resist>lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid, psychic</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, stunned, unconscious</conditionImmune>
		<senses>blindsight 60 ft.</senses>
		<passive>20</passive>
		<languages> understands Celestial and Primordial, but cannot speak intelligibly</languages>
		<cr>10</cr>
		<trait>
			<name>Brainless</name>
			<text>Hunduns are immune to any spell or effect that allows an Intelligence, Wisdom, or Charisma saving throw. Trying to contact or read a Hundun's mind confuses the caster as the spell for 1 round.</text>
		</trait>
		<trait>
			<name>Dance of Creation</name>
			<text>Hunduns can perform an act of magical creation almost unlimited in scope every 1d8 days. The effect is equivalent to a wish spell, but it must create something.</text>
		</trait>
		<trait>
			<name>Enlightening Befuddlement</name>
			<text>When a hundun's confusion spell affects a target, it can elect to use the following table rather than the standard one:</text>
			<text>1d100 Result</text>
		</trait>
		<trait>
			<name>01-10 Inspired:</name>
			<text>Advantage on attack rolls, ability checks, and saving throws</text>
		</trait>
		<trait>
			<name>11-20 Distracted:</name>
			<text>Disadvantage on attack rolls, ability checks, and saving throws</text>
		</trait>
		<trait>
			<name>21-50 Incoherent:</name>
			<text>The target does nothing but babble or scribble incoherent notes on a new idea</text>
		</trait>
		<trait>
			<name>51-75 Obsessed:</name>
			<text>Target is recipient of geas to create a quality magical object</text>
		</trait>
		<trait>
			<name>76-100 Suggestible:</name>
			<text>Target receives a suggestion from the hundun</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The hundun's innate spellcasting ability is Wisdom (spell save DC 17). It can cast the following spells, requiring no material components:</text>
			<text>Constant: confusion (always centered on the hundun), detect thoughts</text>
			<text>At will: create or destroy water, dancing lights, mending, prestidigitation</text>
			<text>3/day each: compulsion, dimension door, black tentacles, irresistible dance</text>
			<text>1/day each: awaken, creation, heroes' feast, magnificent mansion, plant growth, reincarnate, stone shape</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The hundun's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The hundun makes four slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 15 (3d6 + 5) bludgeoning damage.</text>
			<attack>Slam|9|3d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Ice Maiden</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>84 (13d8+26)</hp>
		<speed>30ft.</speed>
		<str>12</str>
		<dex>17</dex>
		<con>15</con>
		<int>19</int>
		<wis>13</wis>
		<cha>23</cha>
		<save>Con +5, Cha +9</save>
		<skill>Deception +9, Persuasion +9, Stealth +6</skill>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>cold</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Giant, Sylvan</languages>
		<cr>6</cr>
		<trait>
			<name>Chilling Presence</name>
			<text>Cold air surrounds the ice maiden. Small non-magical flames are extinguished in her presence and water begins to freeze. Unprotected characters spending more than 10 minutes within 15 feet of her must succeed on a DC 15 Constitution saving throw or suffer as if exposed to severe cold. Spells that grant protection from cold damage are targeted by an automatic dispel magic effect.</text>
		</trait>
		<trait>
			<name>Cold Eyes</name>
			<text>Ice maidens see perfectly in snowy conditions, including driving blizzards, and are immune to snow blindness.</text>
		</trait>
		<trait>
			<name>Ice Walk</name>
			<text>Ice maidens move across icy and snowy surfaces without penalty.</text>
		</trait>
		<trait>
			<name>Snow Invisibility</name>
			<text>In snowy environments, the ice maiden can turn invisible as a bonus action.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The ice maiden has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The ice maiden's innate spellcasting ability is Charisma (spell save DC 17). She can innately cast the following spells:</text>
			<text>At will: chill touch, detect magic, light, mage hand, prestidigitation, resistance</text>
			<text>5/day each: endure elements (cold only), fear, fog cloud, misty step</text>
			<text>3/day each: alter self, protection from energy, sleet storm</text>
			<text>1/day: ice storm</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The frost maiden makes two ice dagger attacks.</text>
		</action>
		<action>
			<name>Ice Dagger</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 3) piercing damage plus 3 (1d6) cold damage.</text>
			<attack>Ice Dagger|6|1d4+3</attack>
		</action>
		<action>
			<name>Flurry-Form</name>
			<text>The ice maiden adopts the form of a swirling snow cloud. Her stats are identical to an air elemental that deals cold damage instead of bludgeoning.</text>
		</action>
		<action>
			<name>Icy Entangle</name>
			<text>Ice and snow hinder her opponent's movement, as the entangle spell (DC 17).</text>
		</action>
		<action>
			<name>Kiss of the Frozen Heart</name>
			<text>An ice maiden may kiss a willing individual, freezing the target's heart. The target falls under the sway of a dominate spell, his or her alignment shifts to LE, and he or she gains immunity to cold. The ice maiden can have up to three such servants at once. The effect can be broken by dispel magic (DC 17), greater restoration, or the kiss of someone who loves the target.</text>
		</action>
		<action>
			<name>Snowblind Burst</name>
			<text>In a snowy environment, the ice maiden attempts to blind all creatures within 30 feet of herself. Those who fail a DC 17 Charisma saving throw are blinded for 1 hour. Targets that are immune to cold damage are also immune to this effect.</text>
		</action>
	</monster>
	<monster>
		<name>Idolic Deity</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>90 (12d6+48)</hp>
		<speed>0 ft., fly 30 ft.</speed>
		<str>14</str>
		<dex>20</dex>
		<con>18</con>
		<int>10</int>
		<wis>11</wis>
		<cha>20</cha>
		<save>Wis +3</save>
		<skill>Deception +8, Stealth +8</skill>
		<vulnerable>fire</vulnerable>
		<resist>cold; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> telepathy 60 ft.</languages>
		<cr>8</cr>
		<trait>
			<name>Stealth in darkness</name>
			<text>The idolic diety gains an additional +3 to Stealth (+11 in total) in dim light or darkness.</text>
		</trait>
		<trait>
			<name>Apostasy Aura</name>
			<text>The idolic deity's presence causes devout followers to doubt their faith. A cleric or paladin that can see the idolic deity and wishes to cast a spell or use a class feature must make a DC 16 Wisdom saving throw. On a failed save, the spell or class feature is spent as if it was used, but it has no effect.</text>
		</trait>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The idolic deity can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Shadow Stealth</name>
			<text>While in dim light or darkness, the idolic deity can take the Hide action as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The idolic deity uses Seduce the Righteous and makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage plus 18 (4d8) psychic damage.</text>
			<attack>Slam|8|1d6+5</attack>
		</action>
		<action>
			<name>Seduce the Righteous</name>
			<text>The idolic deity targets one creature it can see within 30 feet. The target has disadvantage on attack rolls, saving throws, or ability checks (the idolic deity chooses which) until the end of its next turn. A protection from evil and good spell cast on the target prevents this effect, as does a magic circle.</text>
		</action>
	</monster>
	<monster>
		<name>Imy-Ut Ushabti</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>97 (15d8+30)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>14</dex>
		<con>15</con>
		<int>6</int>
		<wis>10</wis>
		<cha>5</cha>
		<save>Wis +2</save>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning</resist>
		<conditionImmune>exhaustion, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common (Ancient Nurian)</languages>
		<cr>3</cr>
		<trait>
			<name>Regeneration</name>
			<text>The imy-ut ushabti regains 5 hit points at the start of its turn if it has at least 1 hit point.</text>
		</trait>
		<trait>
			<name>Rent wrappings</name>
			<text>A creature that touches or deals slashing or piercing damage to an imy-ut ushabti while within 5 feet of the creature shreds its delicate linen wrappings, releasing a flurry of skittering scarabs. The attacking creature must make a DC 12 Dexterity saving throw to avoid them. On a failure, these beetles flow onto the attacker and deal 3 (1d6) piercing damage to it at the start of each of its turns. A creature can remove beetles from itself or from another affected creature within reach by using an action and making a successful DC 12 Dexterity saving throw. The beetles are also destroyed if the affected creature takes damage from an area effect.</text>
		</trait>
		<action>
			<name>Ceremonial Greatsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 10 (2d6 + 3) slashing damage, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Ceremonial Greatsword|5|2d6+3</attack>
		</action>
		<action>
			<name>Vomit Swarm (1/Day)</name>
			<text>The imy-ut ushabti parts its wrappings voluntarily and releases a swarm of scarab beetles that follow its mental commands. The statistics of this swarm are identical to a swarm of insects, but with the following attack instead of a swarm of insects' standard bite attack:</text>
		</action>
		<action>
			<name>Bites</name>
			<text> Melee Weapon Attack: +3 to hit, reach 0 ft., one creature. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer, and the target must make a successful DC 13 Constitution saving throw or take 5 (2d4) poison damage at the start of each of its turns. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Bites|3|4d4</attack>
		</action>
	</monster>
	<monster>
		<name>Isonade</name>
		<size>G</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>222 (12d20+96)</hp>
		<speed>swim 100 ft.</speed>
		<str>30</str>
		<dex>14</dex>
		<con>26</con>
		<int>6</int>
		<wis>18</wis>
		<cha>8</cha>
		<save>Str +14, Con +12, Wis +8</save>
		<skill>Athletics +14, Perception +8</skill>
		<immune>ability damage/drain</immune>
		<senses>darkvision 90 ft.</senses>
		<passive>18</passive>
		<languages> understands Aquan and Elvish, but cannot speak</languages>
		<cr>14</cr>
		<trait>
			<name>Atmospheric Immunity</name>
			<text>The isonade can comfortably exist at any level of the sea and suffers no penalties at any depth.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The isonade has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Water Breathing</name>
			<text>The isonade can breathe only underwater.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The isonade's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: animal messenger</text>
			<text>3/day each: control water, earthquake</text>
			<text>1/day each: control weather, storm of vengeance, tsunami</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The isonade makes one tail slap attack and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 42 (5d12+ 10) piercing damage and the target is grappled (escape DC 20). If the target was already grappled from a previous bite, it's also swallowed whole (see below).</text>
			<attack>Bite|14|5d12+10</attack>
		</action>
		<action>
			<name>Tail Slap</name>
			<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 31 (6d6 + 10) bludgeoning damage.</text>
			<attack>Tail Slap|14|6d6+10</attack>
		</action>
		<action>
			<name>Breach</name>
			<text>The isonade leaps out of the water to crash down onto a target with devastating effect. The isonade must move 30 feet in a straight line toward its target before jumping. When jumping, the isonade travels up to 30 feet through the air before landing. Any creature occupying the space where the isonade lands takes 76 (12d10 + 10) bludgeoning damage and becomes submerged 10 feet below the surface of the water. Targets that make a successful DC 20 Strength saving throw take half damage and are not submerged, but are moved to the nearest unoccupied space. Boats and structures are not immune to this attack.</text>
		</action>
		<action>
			<name>Swallow Whole</name>
			<text>When the isonade's bite attack hits a target grappled from a previous bite attack, the target is also swallowed. The grapple ends, but the target is blinded and restrained, it has total cover against attacks and other effects outside the isonade, and it takes 36 (8d8) acid damage at the start of each of the isonade's turns. An isonade can have two Large, four Medium, or six Small creatures swallowed at a time. If the isonade takes 40 damage or more from a swallowed creature in a single turn, it must succeed on a DC 20 Constitution saving throw or regurgitate all swallowed creatures, which fall prone within 10 feet of the isonade. If the isonade dies, a swallowed creature is no longer restrained by it and can escape by using 20 feet of movement, exiting prone.</text>
		</action>
	</monster>
	<monster>
		<name>Jaculus</name>
		<size>S</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>65 (10d6+30)</hp>
		<speed>20 ft., climb 20 ft., fly 10 ft.</speed>
		<str>14</str>
		<dex>18</dex>
		<con>17</con>
		<int>13</int>
		<wis>13</wis>
		<cha>13</cha>
		<save>Str +4, Dex +6, Con +5, Wis +3, Cha +3</save>
		<skill>Acrobatics +6, Perception +3, Stealth +6</skill>
		<resist>acid, lightning</resist>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Draconic</languages>
		<cr>3</cr>
		<trait>
			<name>Spearhead</name>
			<text>If the jaculus moves at least 10 feet straight toward a target and hits that target with a jaws attack on the same turn, the jaws attack does an extra 4 (1d8) piercing damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The jaculus makes one jaws attack and one claws attack.</text>
		</action>
		<action>
			<name>Jaws</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 2) piercing damage.</text>
			<attack>Jaws|4|2d4+2</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 2) slashing damage.</text>
			<attack>Claws|4|2d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Kalke</name>
		<size>S</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>9 (2d6+2)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>8</str>
		<dex>17</dex>
		<con>12</con>
		<int>13</int>
		<wis>7</wis>
		<cha>13</cha>
		<skill>Perception +0, Stealth +5</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> Abyssal, Common, Infernal</languages>
		<cr>1/4</cr>
		<trait>
			<name>Extinguish Flames</name>
			<text>Kalkes can extinguish candles, lamps, lanterns and low-burning campfires within 120 feet as a bonus action.</text>
		</trait>
		<trait>
			<name>Detect Spellcasting</name>
			<text>Kalkes can sense spellcasting in a 5-mile radius, as long as the effect is not innate.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>Kalkes have advantage on saving throws against spells and magical effects.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Kikimora</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>65 (10d8+20)</hp>
		<speed>30 ft.</speed>
		<str>13</str>
		<dex>18</dex>
		<con>15</con>
		<int>12</int>
		<wis>16</wis>
		<cha>21</cha>
		<skill>Deception +7, Persuasion +7, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing from</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The kikimora has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The kikimora's innate spellcasting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: invisibility (self only), mage hand, mending, minor illusion, prestidigitation</text>
			<text>3/day each: animal friendship, blinding smite, sleep</text>
			<text>1/day each: insect plague, major image</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The kikimora makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Claw|6|2d6+4</attack>
		</action>
		<action>
			<name>Hidey-Hole</name>
			<text>When a kikimora chooses a house to inhabit, she scrawls a symbol on a wall, baseboard, cupboard, or semi.permanent object (like a stove) to be her tiny domain. This ability creates a hidden extra-dimensional dwelling. After creating a hidey-hole, a kikimora can teleport herself and up to 50 lb of objects to the designated location instead of making a normal move. This extradimensional space can only be entered by the kikimora or by a creature using a plane shift spell or ability. The location can be determined by casting detect magic in the area of the sigil, but it takes a successful DC 15 Intelligence (Arcana) check to plane shift into the space. Inside the hidey-hole, a kikimora can see what is going on outside the space through a special sensor. This sensor functions like a window, and it can be blocked by mundane objects placed in front of the sigil. If she leaves an item in her space, it remains there even if she removes the sigil and places it in another location. If someone else removes the sigil, all contents are emptied into the Ethereal Plane (including any beings within her hidey-hole at the time). In this case, the kikimora can attempt a DC 15 Charisma saving throw to instead eject herself (but none of her possessions) into a space adjacent to the sigil.</text>
		</action>
	</monster>
	<monster>
		<name>Kobold Alchemist</name>
		<size>S</size>
		<type>humanoid (kobold),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>15 (studded leather)</ac>
		<hp>44 (8d6+16)</hp>
		<speed>30 ft.</speed>
		<str>7</str>
		<dex>16</dex>
		<con>15</con>
		<int>16</int>
		<wis>9</wis>
		<cha>8</cha>
		<save>Dex +5</save>
		<skill>Arcana +5, Medicine +3</skill>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>9</passive>
		<languages> Common, Draconic</languages>
		<cr>2</cr>
		<trait>
			<name>Apothecary</name>
			<text>As a bonus action the kobold can select one of the following damage types: acid, cold, or fire. Until it uses this action again, the kobold has resistance to the chosen damage type. Additionally, the kobold is proficient with a poisoner's kit.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The kobold has advantage on an attack roll against a target if at least one of the kobold's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the kobold has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The kobold makes two attacks.</text>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Dart</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage plus 5 (2d4) poison damage.</text>
			<attack>Dart|5|1d4+3</attack>
		</action>
		<action>
			<name>Alchemical Protection (Recharge after a Short or Long Rest)</name>
			<text>The kobold chooses up to six allied creatures within 10 feet. It releases alchemical vapors that grant those allies resistance to poison damage for 10 minutes. Instead of poison damage, the kobold can grant resistance to the damage type currently in effect for its Apothecary trait.</text>
		</action>
		<action>
			<name>Explosive Flask (Recharge 5-6)</name>
			<text>The kobold throws a flask of volatile substances at a point within 30 feet. The flask explodes in a 15-foot radius. Creatures in the area take 17 (5d6) poison damage and are poisoned for 1 minute, or take half damage and are not poisoned with a successful DC 13 Dexterity saving throw. A poisoned creature repeats the saving throw at the end of each of its turns, ending the poisoned condition on a success. Instead of poison damage, the kobold can deal the damage type currently in effect for its Apothecary trait.</text>
		</action>
	</monster>
	<monster>
		<name>Kobold Chieftain</name>
		<size>S</size>
		<type>humanoid (kobold),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (studded leather and shield)</ac>
		<hp>82 (15d6+30)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>17</dex>
		<con>14</con>
		<int>11</int>
		<wis>13</wis>
		<cha>14</cha>
		<save>Dex +5, Cha +4</save>
		<skill>Intimidation +6, Stealth +5</skill>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Draconic</languages>
		<cr>4</cr>
		<trait>
			<name>Pack Tactics</name>
			<text>The kobold chieftain has advantage on an attack roll against a target if at least one of the chieftain's allies is within 5 feet of the target and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the kobold chieftain has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The kobold makes 2 attacks.</text>
		</action>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.</text>
			<attack>Shortsword|5|1d6+3</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 10 (3d6) poison damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on a success.</text>
			<attack>Shortbow|5|1d6+3</attack>
		</action>
		<action>
			<name>Inspiring Presence (Recharge after Short or Long Rest)</name>
			<text>The chieftain chooses up to six allied kobolds it can see within 30 feet. For the next minute, the kobolds gain immunity to the charmed and frightened conditions, and add the chieftain's Charisma bonus to attack rolls.</text>
		</action>
		<reaction>
			<name>Springspike Shield (5/rest)</name>
			<text>When the kobold chieftain is hit by a melee attack within 5 feet, the kobold chieftain can fire one of its shield spikes at the attacker. The attacker takes 3 (1d6) piercing damage plus 3 (1d6) poison damage.</text>
		</reaction>
	</monster>
	<monster>
		<name>Kobold Trapsmith</name>
		<size>S</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>14 (leather)</ac>
		<hp>36 (8d6+8)</hp>
		<speed>30 ft.</speed>
		<str>7</str>
		<dex>16</dex>
		<con>12</con>
		<int>16</int>
		<wis>13</wis>
		<cha>8</cha>
		<skill>Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Draconic</languages>
		<cr>1</cr>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the kobold trapsmith has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The kobold trapsmith has advantage on attack rolls against a creature if at least one of the trapsmith's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Thief's Tools</name>
			<text>The kobold trapsmith has proficiency with thief's tools and is seldom without them. If its tools are taken away or lost, it can cobble together a new set from wire, bits of metal, and other junk in 30 minutes.</text>
		</trait>
		<trait>
			<name>Traps and Snares</name>
			<text>The kobold trapsmith excels at setting mechanical traps. Detecting, disarming, avoiding, or mitigating its traps require successful DC 13 checks or saving throws, and the traps have +5 attack bonuses. With thief's tools and basic construction materials, a trapsmith can set up one of the simple but effective traps listed below in 5 minutes. Triggers involve pressure plates, tripwires, small catches in a lock, or other simple mechanisms.</text>
		</trait>
		<trait>
			<name>Choke Bomb</name>
			<text>This small incendiary device burns rapidly and releases choking smoke in a 20-foot sphere. The area is heavily obscured. Any breathing creature that's in the affected area when the cloud is created or that starts its turn in the cloud is poisoned. Once a poisoned creature leaves the cloud, it makes a DC 13 Constitution saving throw at the end of its turns, ending the poisoned condition on a success. The smoke dissipates after 10 minutes, or after 1 round in a strong wind.</text>
		</trait>
		<trait>
			<name>Poisoned Sliver</name>
			<text>A poisoned sliver or needle can be hidden almost anywhere: inside a lock or a box, in a carpeted floor, on the underside of a door handle, in a cup of liquid or a bowl of gems. When someone meets the conditions for being jabbed by the sliver, the trap makes a melee weapon attack with advantage: +5 to hit, reach 0 ft., one target; Hit: 2 (1d4) piercing damage plus 14 (4d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.</text>
		</trait>
		<trait>
			<name>Skullpopper</name>
			<text>This trap consists of either a heavy weight, a spike, or a blade, set to fall or swing into a victim. When triggered, a skullpopper makes a melee weapon attack against the first target in its path: +5 to hit, reach 15 ft., one target; Hit: 11 (2d10) damage. The type of damage depends on how the skullpopper is built: a stone or heavy log does bludgeoning damage, a spiked log does piercing damage, a scything blade does slashing damage, etc.</text>
		</trait>
		<trait>
			<name>Slingsnare</name>
			<text>A concealed loop of rope or wire is affixed to a counterweight. When a creature steps into the snare, it must make a successful DC 13 Dexterity saving throw or be yanked into the air and suspended, upside down, 5 feet above the ground. The snared creature is restrained (escape DC 13). The cord is AC 10 and has 5 hit points.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage plus 7 (2d6) poison damage, or one-half poison damage with a successful DC 13 Constitution saving throw.</text>
			<attack>Light Crossbow|5|1d8+3</attack>
		</action>
		<action>
			<name>Shredder (Recharge 6)</name>
			<text>The kobold trapsmith primes and throws a device at a point within 30 feet. The device explodes when it hits something solid, flinging razor-sharp spikes in a 15-foot-radius sphere. Every creature in the area takes 14 (4d6) piercing damage, or half damage with a successful DC 13 Dexterity saving throw. The ground inside the spherical area is littered with spikes; it becomes difficult terrain, and a creature that falls prone in the area takes 7 (2d6) piercing damage.</text>
		</action>
		<action>
			<name>Stunner (1/Day)</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage, and the target is restrained (escape DC 13). While restrained, the target takes 7 (2d6) lightning damage at the start of its turn and falls prone. The trapsmith has advantage on the attack roll if the target is wearing metal armor. A stunner is a bola made of metal wire, magnets, and static electricity capacitors. A kobold trapsmith can recharge it during a long rest.</text>
			<attack>Stunner|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Kongamato</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>112 (15d10+30)</hp>
		<speed>10 ft., fly 60 ft.</speed>
		<str>19</str>
		<dex>18</dex>
		<con>14</con>
		<int>2</int>
		<wis>10</wis>
		<cha>7</cha>
		<skill>Perception +3</skill>
		<senses></senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Flyby</name>
			<text>The kongamato doesn't provoke an opportunity attacks when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Breaker of Boats</name>
			<text>The kongamato deals double damage to objects and structures made of wood or lighter materials.</text>
		</trait>
		<trait>
			<name>Carry Off</name>
			<text>A single kongamato can carry away prey up to 50 lbs, or a single rider under that weight. A grouo of them can carry up to 100 lbs.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The kongamato makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 18 (4d6 + 4) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained and the kongamato can't bite another target. When the kongamato moves, any target it is grappling moves with it.</text>
			<attack>Bite|7|4d6+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage.</text>
			<attack>Claw|7|3d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Koschei</name>
		<size>M</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>135 (18d8+54)</hp>
		<speed>30 ft.</speed>
		<str>22</str>
		<dex>12</dex>
		<con>17</con>
		<int>17</int>
		<wis>13</wis>
		<cha>21</cha>
		<save>Dex +7, Wis +7, Cha +11</save>
		<skill>Arcana +9, Insight +7, Perception +7</skill>
		<resist>cold, lightning</resist>
		<immune>necrotic; bludgeoning, piercing, and slashing damage from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Abyssal, Common, Celestial, Dwarvish, Infernal</languages>
		<cr>17</cr>
		<trait>
			<name>Hidden Soul</name>
			<text>A creature holding the egg containing Koschei's soul can use an action to compel Koschei as if a dominate monster spell were cast on him and Koschei failed his saving throw. As long as the soul is within the needle, Koschei can't permanently die. If he is killed, his body reforms in his lair in 1d10 days. If the needle is broken, Koschei can be killed like any other creature.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>Koschei's innate spellcasting attribute is Charisma (spell save DC 19, +11 to hit with spell attacks). He can innately cast the following spells, requiring no material components.</text>
			<text>At will: detect magic, phantom steed, scorching ray, sending</text>
			<text>3/day each: invisibility, magic missile, shield</text>
			<text>2/day each: animate objects, cone of cold, hypnotic pattern</text>
			<text>1/day each: disintegrate, meteor swarm, true polymorph</text>
		</trait>
		<trait>
			<name>Legendary Resistance (3/day)</name>
			<text>If Koschei fails a saving throw, he can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>Koschei's weapon attacks are magical and do an extra 14 (4d6) necrotic damage (included below).</text>
		</trait>
		<trait>
			<name>Koschei's Lair Actions</name>
			<text>On initiative count 20 (losing initiative ties), Koschei takes a lair action to cause one of the following effects; Koschei can’t use the same effect two rounds in a row:</text>
			<text>- Koschei creates a whirlwind centered on a point he can see within 100 feet. The whirlwind is 10 feet wide and up to 50 feet tall. A creature in the area of the whirlwind when it’s created, or who enters the area for the first time on a turn, must make a DC 15 Strength saving throw. On a failed save, the creature is restrained and takes 18 (4d8) bludgeoning damage fromthe buffeting wind. A restrained creature can escape from the
whirlwind by using its action to repeat the saving throw; on a success, it moves 5 feet outside the area of the whirlwind. The whirlwind lasts until Koschei uses this action again or dies.</text>
			<text>- Tortured spirits appear and attack up to three creatures Koschei can see within the lair. One attack is made against each targeted creature; each attack has +8 to hit and does 10 (3d6) necrotic damage.</text>
			<text>- Koschei disrupts the flow of magic in his lair. Until initiative count 20 on the following round, any creature other than a fiend who targets Koschei with a spell must make a DC 15 Wisdom saving throw. On a failure, the creature still casts the spell, but it must target a creature other than Koschei.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text>The region containing Koschei’s lair is warped by Koschei’s magic, which creates one or more of the following effects:</text>
			<text>- Rabbits, ducks, and other game animals become hostile toward intruders within 5 miles of the lair. They behave aggressively, but only attack if cornered. Foraging for food by hunting is difficult and only yields half the normal amount of food.</text>
			<text>- Wind and snowstorms are common within 5 miles of the lair.</text>
			<text>- Koschei is aware of any spell cast within 5 miles of his lair. He knows the source of the magic (innate, the caster’s class, or a magic item) and knows the direction to the caster.</text>
			<text>If Koschei dies, conditions in the area surrounding his lair return to normal over the course of 1d10 days.</text>
		</trait>


		<action>
			<name>Multiattack</name>
			<text>Koschei makes two longsword attacks and one drain life attack.</text>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage or 11 (1d10 + 6) slashing damage if used in two hands plus 14 (4d6) necrotic damage.</text>
			<attack>Longsword|12|1d8+6</attack>
		</action>
		<action>
			<name>Drain Life</name>
			<text>Melee Spell Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) necrotic damage. The target must succeed on a DC 19 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken from this attack, and Koschei regains an equal number of hit points. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.</text>
			<attack>Drain Life|11|4d6+6</attack>
		</action>
		<legendary>
			<name>Koschei can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. Koschei regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Attack</name>
			<text>Koschei makes one attack with his longsword.</text>
		</legendary>
		<legendary>
			<name>Teleport</name>
			<text>Koschei teleports to an unoccupied space he can see within 40 feet.</text>
		</legendary>
		<legendary>
			<name>Drain (2 actions)</name>
			<text>Koschei makes one attack with Drain Life.</text>
		</legendary>
	</monster>
	<monster>
		<name>Kot Bayun</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15</ac>
		<hp>44 (8d8+8)</hp>
		<speed>40 ft., climb 20 ft.</speed>
		<str>16</str>
		<dex>16</dex>
		<con>13</con>
		<int>12</int>
		<wis>16</wis>
		<cha>17</cha>
		<save>Dex +5</save>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Sylvan</languages>
		<cr>2</cr>
		<trait>
			<name>Folk Cure</name>
			<text>A kot bayun's tales have the effect of a lesser restoration spell at will, and once per week it can have the effect of greater restoration. The kot bayun designates one listener to benefit from its ability, and that listener must spend one uninterrupted hour listening to the cat's tales. Kot bayuns are reluctant to share this benefit and must be bargained with or under the effect of domination to grant the boon.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The kot bayun's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>3/day each: fog cloud, invisibility (self only)</text>
			<text>1/day: blink</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The kot bayun makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>Bite|5|1d8+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 14 (2d10 + 3) slashing damage.</text>
			<attack>Claws|5|2d10+3</attack>
		</action>
		<action>
			<name>Slumbering Song</name>
			<text>The kot bayun puts creatures to sleep with its haunting melody. While a kot bayun sings, it can target one hearing creature within a 100-foot radius. This target must succeed on a DC 13 Charisma saving throw or fall asleep. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. Each round the kot bayun maintains its song, it can select a new target. A creature that successfully saves is immune to the effect of that kot bayun's song for 24 hours. The slumbering song even affects elves, but they have advantage on the Charisma saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Krake Spawn</name>
		<size>H</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>150 (12d12+72)</hp>
		<speed>20 ft., swim 30 ft.</speed>
		<str>24</str>
		<dex>12</dex>
		<con>22</con>
		<int>17</int>
		<wis>15</wis>
		<cha>18</cha>
		<save>Str +11, Con +10, Int +7, Cha +8</save>
		<immune>cold, poison, psychic</immune>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Infernal, Primordial, Void Speech</languages>
		<cr>9</cr>
		<trait>
			<name>Amphibious</name>
			<text>The krake spawn can breathe air and water.</text>
		</trait>
		<trait>
			<name>Jet</name>
			<text>While underwater, the krake spawn can take the withdraw action to jet backward at a speed of 140 feet. It must move in a straight line while using this ability.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The krake spawn's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: protection from energy, ray of frost</text>
			<text>1/day each: ice storm, wall of ice</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The krake spawn makes eight tentacle attacks and one bite attack. It can subsitute one constrict attack for two tentacle attacks if it has a creature grappled at the start of the krake spawn’s turn, but it never constricts more than once per turn.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft, one target. Hit: 12 (1d10 + 7) slashing damage.</text>
			<attack>Bite|11|1d10+7</attack>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +11 to hit, reach 15 ft., one target. Hit: 10 (1d6 + 7) necrotic damage. If two tentacle attacks hit the same target in one turn, the target is also grappled (escape DC 17).</text>
			<attack>Tentacle|11|1d6+7</attack>
		</action>
		<action>
			<name>Constrict</name>
			<text>The constricted creature takes 26 (3d12 + 7) bludgeoning damage and is grappled (escape DC 17) and restrained.</text>
		</action>
		<action>
			<name>Ink Cloud (Recharge 6)</name>
			<text>The krake spawn emits black, venomous ink in a 30-foot cloud as a bonus action while underwater. The cloud affects vision as the darkness spell, and any creature that starts its turn inside the cloud takes 10 (3d6) poison damage, or half damage with a successful DC 18 Constitution saving throw. The krake spawn’s darkvision is not impaired by this cloud. The cloud persists for 1 minute, then disperses.</text>
		</action>
		<action>
			<name>Vomit Forth the Deeps (1/Day)</name>
			<text>The krake spawn sprays halfdigested food from its maw over a 15-foot cone. This acidic slurry causes 3 (1d6) acid damage and targets must make a successful DC 18 Constitution saving throw or be incapacitated until the end of their next turn.</text>
		</action>

	</monster>
	<monster>
		<name>Lantern Dragonette</name>
		<size>T</size>
		<type>dragon,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>28 (8d4+8)</hp>
		<speed>15 ft., fly 40 ft. (hover)</speed>
		<str>7</str>
		<dex>12</dex>
		<con>13</con>
		<int>16</int>
		<wis>13</wis>
		<cha>12</cha>
		<save>Dex +3, Wis +3, Cha +3</save>
		<skill>Arcana +5, History +5, Nature +5, Perception +3, Religion +5</skill>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Draconic, Elvish, Primordial; telepathy 60 ft.</languages>
		<cr>1/2</cr>
		<trait>
			<name>Lantern Belly (1/Day)</name>
			<text>If the dragonette has eaten 8 ounces of candle wax in the last 24 hours, it can emit a continual flame for 3d20 minutes. The continual flame can be dispelled, but the dragonette can resume it with a bonus action except in areas of magical darkness, if the time limit hasn't expired.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The lantern dragonette's innate spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>1/day each: burning hands, color spray, scorching ray</text>
		</trait>
		<trait>
			<name>Vulnerable to Magical Darkness</name>
			<text>A lantern dragonette in an area of magical darkness loses its lantern belly ability and its ability to fly. It also suffers 1d6 radiant damage for every minute of exposure.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.</text>
			<attack>Bite|3|1d4+1</attack>
		</action>
	</monster>
	<monster>
		<name>Lemurfolk</name>
		<size>S</size>
		<type>humanoid (lemurfolk),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13</ac>
		<hp>14 (4d6)</hp>
		<speed>20 ft., climb 10 ft., fly 40 ft.</speed>
		<str>10</str>
		<dex>15</dex>
		<con>11</con>
		<int>12</int>
		<wis>10</wis>
		<cha>8</cha>
		<skill>Acrobatics +4, Stealth +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common, Lemurfolk</languages>
		<cr>1/4</cr>
		<trait>
			<name>Silent Glide</name>
			<text>The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/Turn)</name>
			<text>The lemurfolk deals an extra 3 (1d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the lemurfolk that isn't incapacitated and the lemurfolk doesn't have disadvantage on the attack roll.</text>
		</trait>
		<action>
			<name>Kukri Dagger</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., 20/60 range, one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Kukri Dagger|4|1d4+2</attack>
		</action>
		<action>
			<name>Blowgun</name>
			<text>Ranged Weapon Attack: +4 to hit, range 25/100 ft., one creature. Hit: 4 (1d4 + 2) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.</text>
			<attack>Blowgun|4|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Lemurfolk Greyfur</name>
		<size>S</size>
		<type>humanoid (lemurfolk),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (16 with mage armor)</ac>
		<hp>67 (15d6+15)</hp>
		<speed>20 ft., climb 10 ft., fly 40 ft.</speed>
		<str>9</str>
		<dex>16</dex>
		<con>12</con>
		<int>16</int>
		<wis>12</wis>
		<cha>10</cha>
		<skill>Acrobatics +5, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Lemurfolk</languages>
		<cr>4</cr>
		<trait>
			<name>Silent Glide</name>
			<text>The lemurfolk can glide for 1 minute, making almost no sound. It gains a fly speed of 40 feet, and it must move at least 20 feet on its turn to keep flying. A gliding lemurfolk has advantage on Dexterity (Stealth) checks.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/Turn)</name>
			<text>The greyfur deals an extra 7 (2d6) damage when it hits with a weapon attack and it has advantage, or when the target is within 5 feet of an ally of the greyfur that isn't incapacitated and the greyfur doesn't have disadvantage on the attack roll.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The greyfur is a 5th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks). The greyfur has the following wizard spells prepared:</text>
			<text>Cantrips (at will): light, mage hand, minor illusion, poison spray, resistance</text>
			<text>1st Level (4 slots): mage armor, sleep</text>
			<text>2nd Level (3 slots): detect thoughts, misty step</text>
			<text>3rd Level (2 slots): lightning bolt</text>
		</trait>
		<action>
			<name>Kukri Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., range 20/60, one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Kukri Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Blowgun</name>
			<text>Ranged Weapon Attack: +5 to hit, range 25/100 ft., one creature. Hit: 5 (1d4 + 3) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1d4 hours. Another creature can use an action to shake the target awake and end its unconsciousness but not the poisoning.</text>
			<attack>Blowgun|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Leshy</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>84 (13d8+26)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>12</dex>
		<con>14</con>
		<int>14</int>
		<wis>15</wis>
		<cha>16</cha>
		<skill>Deception +5, Perception +4, Stealth +3, Survival +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Elvish, Sylvan</languages>
		<cr>1</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The leshy's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: animal friendship, pass without trace, speak with animals</text>
			<text>1/day each: entangle, plant growth, shillelagh, speak with plants, hideous laughter</text>
		</trait>
		<trait>
			<name>Camouflage</name>
			<text>A leshy has advantage on Stealth checks if it is at least lightly obscured by foliage.</text>
		</trait>
		<trait>
			<name>Mimicry</name>
			<text>A leshy can mimic the calls and voices of any creature it has heard. To use this ability, the leshy makes a Charisma (Deception) check. Listeners who succeed on an opposed Wisdom (Insight) or Intelligence (Nature).DM's choice.realize that something is mimicking the sound. The leshy has advantage on the check if it's mimicking a general type of creature (a crow's call, a bear's roar) and not a specific individual's voice.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The leshy makes two club attacks.</text>
		</action>
		<action>
			<name>Change Size</name>
			<text>The leshy appears to change its size, becoming as tall as a massive oak (Gargantuan) or as short as a blade of grass (Tiny). The change is entirely illusory, so the leshy's statistics do not change.</text>
		</action>
		<action>
			<name>Club</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.</text>
			<attack>Club|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Library Automaton</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>7 (2d6)</hp>
		<speed>30 ft.</speed>
		<str>8</str>
		<dex>13</dex>
		<con>10</con>
		<int>14</int>
		<wis>12</wis>
		<cha>8</cha>
		<skill>History +4, Investigation +4</skill>
		<immune>poison</immune>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>blindsight 60 ft., truesight 10 ft.</senses>
		<passive>11</passive>
		<languages> Common, Machine Speech</languages>
		<cr>1/2</cr>
		<trait>
			<name>Extra-Dimensional Book Repository</name>
			<text>A small door on the chest of the library automaton opens into an extra.dimensional bookcase. This bookcase functions exactly as a bag of holding except that it can store only written materials such as books, scrolls, tomes, parchment, folders, notebooks, spellbooks, and the like.</text>
		</trait>
		<action>
			<name>Gaze of Confusion</name>
			<text>The library automaton chooses one creature it can see within 40 feet. The target must succeed on a DC 12 Intelligence saving throw or take 9 (3d4 + 2) psychic damage and have disadvantage on Intelligence-based checks, saving throws, and attacks until the end of its next turn. If the saving throw succeeds, then the target takes half damage and suffers no other effect.</text>
		</action>
		<action>
			<name>Bibliotelekinesis</name>
			<text>This ability functions as the cantrip mage hand but can be used only on books, scrolls, maps, and other printed or written materials.</text>
		</action>
	</monster>
	<monster>
		<name>Lich Hound</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14</ac>
		<hp>119 (14d8+56)</hp>
		<speed>30 ft., fly 50 ft.</speed>
		<str>10</str>
		<dex>18</dex>
		<con>18</con>
		<int>6</int>
		<wis>10</wis>
		<cha>16</cha>
		<save>Dex +4, Con +4, Cha +3</save>
		<skill>Acrobatics +6, Perception +4</skill>
		<resist>piercing and bludgeoning from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>exhaustion, poisoned</conditionImmune>
		<senses>blindsight 100 ft.</senses>
		<passive>14</passive>
		<languages> understands Darakhul</languages>
		<cr>4</cr>
		<trait>
			<name>Keen Hearing and Smell</name>
			<text>The lich hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d12 + 4) piercing damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone.</text>
			<attack>Bite|6|1d12+4</attack>
		</action>
		<action>
			<name>Ethereal Jaunt</name>
			<text>As a bonus action, the lich hound can magically shift from the Material Plane to the Ethereal Plane, or vice versa.</text>
		</action>
		<action>
			<name>Gut Rip</name>
			<text>As a bonus action, the lich hound tears into any adjacent prone creature, inflicting 19 (3d12) slashing damage. The target must succeed on a DC 14 Constitution saving throw or be incapacitated for 1d4 rounds. An incapacitated creature repeats the saving throw at the end of each of its turns; a successful save ends the condition early.</text>
		</action>
		<action>
			<name>Howl</name>
			<text>The eerie howl of lich hounds as they close in on their prey plays havoc on the morale of living creatures that hear it. Howling requires and action, and creatures that hear the howl of a lich hound within 100 feet must succeed on a DC 14 Wisdom saving throw or become frightened for 5 rounds. Creatures that successfully save against this effect cannot be affected by a lich hound's howl for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Likho</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>90 (12d8+36)</hp>
		<speed>40 ft.</speed>
		<str>16</str>
		<dex>18</dex>
		<con>16</con>
		<int>13</int>
		<wis>16</wis>
		<cha>21</cha>
		<save>Dex +7, Cha +8</save>
		<skill>Acrobatics +7, Perception +6, Stealth +10</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Goblin, Void Speech</languages>
		<cr>6</cr>
		<trait>
			<name>Pounce</name>
			<text>If the likho moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the likho can use a bonus action to make two additional claw attacks against it.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The likho's innate spellcasting ability is Charisma (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: message</text>
			<text>3/day each: crown of madness, mirror image, ray of enfeeblement</text>
			<text>1/day: bestow curse</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The likho has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The likho makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) slashing damage.</text>
			<attack>Claw|6|2d6+3</attack>
		</action>
		<action>
			<name>Disruptive Gaze</name>
			<text>As a bonus action, the likho directs its gaze at any single creature it can see and afflicts it with a temporary bout of bad luck. The targeted creature has disadvantage on attack rolls, saving throws, and skill checks until the end of its next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Lindwurm</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>136 (16d10+48)</hp>
		<speed>40 ft., swim 20 ft.</speed>
		<str>18</str>
		<dex>20</dex>
		<con>16</con>
		<int>6</int>
		<wis>12</wis>
		<cha>8</cha>
		<save>Str +7, Dex +8, Con +6</save>
		<skill>Acrobatics +8, Athletics +8, Perception +4, Stealth +9</skill>
		<vulnerable>fire</vulnerable>
		<immune>cold</immune>
		<conditionImmune>paralyzed, prone, unconscious</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 120 ft. on ice</senses>
		<passive>14</passive>
		<cr>5</cr>
		<trait>
			<name>Lindwurm Fever</name>
			<text>A creature infected with this disease by a lindwurm's bite gains one level of exhaustion an hour after being infected. The creature must make a DC 14 Constitution saving throw after each long rest. On a failure, the creature gains one level of exhaustion and recovers no hit dice from the long rest. On a success, the creature recovers from one level of exhaustion and regains hit dice normally. If the infected creature reduces itself to zero exhaustion by making successful saving throws, the disease is cured.</text>
		</trait>
		<trait>
			<name>Skittering Skater</name>
			<text>Lindwurms suffer no penalties from difficult terrain on ice and are immune to the effects of the grease spell.</text>
		</trait>
		<trait>
			<name>Snake Belly</name>
			<text>When lying with its sensitive stomach on the ice, a lindwurm can sense approaching creatures by the vibrations they cause, granting them tremorsense.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The lindwurm makes one bite attack, one claw attack, and one constrict attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract lindwurm fever.</text>
			<attack>Bite|7|2d8+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) slashing damage.</text>
			<attack>Claws|7|3d8+4</attack>
		</action>
		<action>
			<name>Constrict</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the lindwurm can constrict only this target.</text>
			<attack>Constrict|7|2d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Liosalfar</name>
		<size>L</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>17</ac>
		<hp>110 (20d10)</hp>
		<speed>fly 60 ft. (hover)</speed>
		<str>10</str>
		<dex>25</dex>
		<con>10</con>
		<int>18</int>
		<wis>18</wis>
		<cha>12</cha>
		<save>Dex +10, Con +3, Int +7, Wis +7, Cha +4</save>
		<skill>Arcana +7, Insight +7, Perception +7</skill>
		<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison, psychic, radiant</immune>
		<conditionImmune>blinded, charmed, exhaustion (see Lightform special ability), grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>blindsight 120 ft., truesight 60 ft.</senses>
		<passive>17</passive>
		<languages> Common, Celestial, Elemental, Elvish, Giant</languages>
		<cr>8</cr>
		<trait>
			<name>Alien Mentality</name>
			<text>A liosalfar's exotic consciousness renders it immune to psychic effects, and any attempt to read their thoughts leaves the reader confused for 1 round.</text>
		</trait>
		<trait>
			<name>Darkness Vulnerability</name>
			<text>Magical darkness is harmful to a liosalfar: They take 2d10 necrotic damage, or half damage with a successful DC 14 Constitution saving throw, each time they start their turn inside magical darkness. Natural darkness is unpleasant to them but not harmful.</text>
		</trait>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The liosalfar can move through other creatures and objects as difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The liosalfar's innate spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At Will: augury, color spray, dancing lights, detect magic, flare, light, silent image, spare the dying</text>
			<text>2/day each: alter self, blur, divination, hypnotic pattern, prismatic spray, scorching ray</text>
			<text>1/day each: hallucinatory terrain, plane shift, sunbeam</text>
		</trait>
		<trait>
			<name>Lightform</name>
			<text>Liosalfar are composed entirely of light. They are incorporeal and not subject to ability damage, polymorph, petrification, or attacks that alter their form.</text>
		</trait>
		<trait>
			<name>Prismatic Glow</name>
			<text>Liosalfar shed rainbow illumination equal to a daylight spell. They cannot extinguish this glow without perishing but can reduce it to the level of torchlight at will. Even when using alter self they have a faint, diffused glow that's visible in dim light or darkness.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The liosalfar makes two Disrupting Touch attacks.</text>
		</action>
		<action>
			<name>Disrupting Touch</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 26 (4d12) radiant damage, and the target must succeed on a DC 15 Wisdom saving throw or become stunned for 1 round.</text>
			<attack>Disrupting Touch|10|4d12</attack>
		</action>
	</monster>
	<monster>
		<name>Living Wick</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13 (natural armor)</ac>
		<hp>28 (8d6)</hp>
		<speed>20 ft.</speed>
		<str>10</str>
		<dex>10</dex>
		<con>10</con>
		<int>5</int>
		<wis>5</wis>
		<cha>5</cha>
		<vulnerable>fire</vulnerable>
		<immune>poison, psychic</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, paralyzed, petrified, poisoned, unconscious</conditionImmune>
		<senses>sight 20 ft. (blind beyond the radius of its own light)</senses>
		<passive>10</passive>
		<languages> shares a telepathic link with the individual that lit its wick</languages>
		<cr>1/4</cr>
		<trait>
			<name>Controlled</name>
			<text>Living wicks cannot move, attack, or perform actions when they are not lit. Living wicks only respond to the telepathic commands of the individual that lit them.</text>
		</trait>
		<trait>
			<name>Light</name>
			<text>Activated living wicks produce light as a torch.</text>
		</trait>
		<trait>
			<name>Melting</name>
			<text>A living wick loses one hit point for every 24 hours it remains lit.</text>
		</trait>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.</text>
			<attack>Slam|2|1d6</attack>
		</action>
		<action>
			<name>Consume Self</name>
			<text>A living wick can be commanded to rapidly burn through the remains of its wick, creating a devastating fireball. All creatures within 20 feet of the living wick take 7 (2d6) fire damage, or half damage with a successful DC 13 Dexterity saving throw. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried. The wick is reduced to a lifeless puddle of wax.</text>
		</action>
	</monster>
	<monster>
		<name>Lorelei</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (18 mage armor)</ac>
		<hp>76 (9d8+36)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>10</str>
		<dex>21</dex>
		<con>18</con>
		<int>16</int>
		<wis>16</wis>
		<cha>23</cha>
		<save>Dex +8, Cha +9</save>
		<skill>Deception +9, Performance +9, Persuasion +9</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Alluring Presence</name>
			<text>All humanoids within 30 feet of a lorelei who look directly at her must succeed on a DC 17 Charisma saving throw or be drawn to her in the most direct path, regardless of the danger. This compulsion fades once the person gets within 5 feet of the lorelei. A creature can avoid this effect for one full round by choosing to avert its eyes at the start of its turn, but it then has disadvantage on any attacks or other rolls directed against the lorelei until the start of its next turn. A lorelei can suppress or resume this ability as a bonus action. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.</text>
		</trait>
		<trait>
			<name>Unearthly Grace</name>
			<text>A lorelei applies her Charisma modifier to all of her saving throws in place of the normal ability modifier.</text>
		</trait>
		<trait>
			<name>Water Spirit</name>
			<text>The lorelei is under the effect of freedom of movement whenever she is in contact with a body of water.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The lorelei is an 8th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks). She requires no material components to cast her spells. The lorelei has the following sorcerer spells prepared:</text>
			<text>Cantrips (at will): detect magic, guidance, light, mending, poison spray, prestidigitation</text>
			<text>1st level (4 slots): comprehend languages, fog cloud, mage armor, ray of sickness</text>
			<text>2nd level (3 slots): hold person, misty step, suggestion</text>
			<text>3rdlevel (3 slots): hypnotic pattern, gaseous form, water walk</text>
			<text>4th level (2 slots): dominate beast, ice storm</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) piercing damage.</text>
			<attack>Dagger|8|1d4+5</attack>
		</action>
		<action>
			<name>Charm</name>
			<text>The lorelei targets one humanoid she can see within 30 feet of her. If the target can see or hear the lorelei, it must succeed on a DC 17 Wisdom saving throw against this magic or be charmed by the lorelei. The charmed target regards the lorelei as its one, true love, to be heeded and protected. Although the target isn't under the lorelei's control, it takes the lorelei's requests or actions in the most favorable way it can. Each time the lorelei or her companions cause the target to take damage, directly or indirectly, it repeats the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the lorelei is killed, is on a different plane of existence than the target, or takes a bonus action to end the effect.</text>
		</action>
		<action>
			<name>Stunning Glance</name>
			<text>The lorelei mentally disrupts a creature within 30 feet with a look. The target must succeed on a DC 17 Wisdom saving throw or be stunned for 2 rounds. Anyone who successfully saves against this effect cannot be affected by it from the same lorelei for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Loxoda</name>
		<size>H</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>147 (14d12+56)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>12</dex>
		<con>19</con>
		<int>12</int>
		<wis>14</wis>
		<cha>10</cha>
		<skill>Survival +5</skill>
		<senses></senses>
		<passive>12</passive>
		<languages> Loxodan</languages>
		<cr>6</cr>
		<trait>
			<name>Trampling Charge</name>
			<text>If the loxoda moves at least 20 feet straight toward a Large or smaller creature it then attacks with a stomp, the stomp attack is made with advantage. If the stomp attack hits, the target must also succeed on a DC 15 Strength saving throw or be knocked prone.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The loxoda makes two attacks, but no more than one of them can be a maul or javelin attack.</text>
		</action>
		<action>
			<name>Maul</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 25 (6d6 + 4) bludgeoning damage.</text>
			<attack>Maul|7|6d6+4</attack>
		</action>
		<action>
			<name>Stomp</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) bludgeoning damage.</text>
			<attack>Stomp|7|3d10+4</attack>
		</action>
		<action>
			<name>Javelin</name>
			<text>Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 14 (3d6 + 4) piercing damage.</text>
			<attack>Javelin|7|3d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Mahoru</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>91 (14d8+28)</hp>
		<speed>10 ft., swim 60 ft.</speed>
		<str>18</str>
		<dex>19</dex>
		<con>14</con>
		<int>3</int>
		<wis>12</wis>
		<cha>7</cha>
		<skill>Perception +3, Stealth +6</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Amphibious</name>
			<text>The mahoru can breathe air and water.</text>
		</trait>
		<trait>
			<name>Keen Sight and Smell</name>
			<text>The mahoru has advantage on Wisdom (Perception) checks that rely on sight or smell.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The mahoru has advantage on attack rolls against a creature if at least one of the mahoru's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Blood Frenzy</name>
			<text>The mahoru has advantage on melee attack rolls against any creature that isn't at maximum hit points.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 20 (3d10 + 4) slashing damage.</text>
			<attack>Bite|6|3d10+4</attack>
		</action>
		<action>
			<name>Roar</name>
			<text>When a mahoru roars all creatures with hearing within 30 feet of it must succeed on a DC 14 Wisdom saving throw or become frightened until the end of the mahoru's next turn. If the target fails the saving throw by 5 or more, it's also paralyzed for the same duration. A target that succeeds on the saving throw is immune to the Roar of all mahoru for the next 24 hours.</text>
		</action>
		<action>
			<name>Vorpal Bite</name>
			<text>A mahoru's saw-like jaws are excel at dismembering prey. When the mahoru scores a critical hit, the target must succeed on a DC 14 Strength saving throw or lose an appendage. Roll on the following table for the result:</text>
			<text>1-2: right hand</text>
			<text>3-4: left hand</text>
			<text>5-6: right food</text>
			<text>7-8: left foot</text>
			<text>9: right forearm</text>
			<text>10: left forearm</text>
			<text>11: right lower leg</text>
			<text>12: left lower leg</text>
		</action>
	</monster>
	<monster>
		<name>Mallqui</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>120 (16d8+48)</hp>
		<speed>20 ft.</speed>
		<str>16</str>
		<dex>9</dex>
		<con>16</con>
		<int>11</int>
		<wis>16</wis>
		<cha>14</cha>
		<save>Int +3, Cha +5</save>
		<skill>History +3, Insight +6, Religion +3</skill>
		<resist>cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> the languages it knew in life</languages>
		<cr>8</cr>
		<trait>
			<name>Regeneration</name>
			<text>The mallqui regains 10 hit points at the start of its turn. If the mallqui takes damage from its Water Sensitivity trait, its regeneration doesn't function at the start of the mallqui's next turn. The mallqui dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The mallqui's innate spellcasting ability is Wisdom (spell save DC 15, +7 to hit with spell attacks). It can cast the following spells, requiring no material components:</text>
			<text>At will: druidcraft, produce flame</text>
			<text>4/day each: create or destroy water, entangle</text>
			<text>2/day: locate animals or plants</text>
			<text>1/day each: dispel magic, plant growth, wind wall</text>
		</trait>
		<trait>
			<name>Water Sensitivity</name>
			<text>The flesh of a mallqui putrefies and dissolves rapidly when soaked with water in the following ways:</text>
			<text>- Splashed with a waterskin or equivalent: 1d10 damage</text>
			<text>- Attacked by creature made of water: Normal damage plus an extra 1d10 damage</text>
			<text>- Caught in rain: 2d10 damage per round (DC 11 Dexterity saving throw for half)</text>
			<text>- Immersed in water: 4d10 damage per round (DC 13 Dexterity saving throw for half)</text>
			<text>Alternatively, the saving throw and DC of the spell used to conjure or control the water damaging the mallqui can be used in place of the saving throws above</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mallqui can use its xeric aura and makes two attacks with its desiccating touch.</text>
		</action>
		<action>
			<name>Desiccating Touch</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 20 (5d6 + 3) necrotic damage.</text>
			<attack>Desiccating Touch|7|5d6+3</attack>
		</action>
		<action>
			<name>Xeric Aura</name>
			<text>All creatures within 20 feet of the mallqui must succeed on a DC 15 Constitution saving throw or take 11 (2d10) necrotic damage and gain a level of exhaustion. A creature becomes immune to the mallqui's xeric aura for the next 24 hours after making a successful save against it.</text>
		</action>
		<action>
			<name>Xeric Blast</name>
			<text>Ranged Spell Attack: +7 to hit, range 30/90 ft., one target. Hit: 13 (3d6 + 3) necrotic damage.</text>
			<attack>Xeric Blast|7|3d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Malphas (Storm Crow)</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (studded leather)</ac>
		<hp>120 (16d8+48)</hp>
		<speed>40 ft., fly 30 ft.</speed>
		<str>19</str>
		<dex>19</dex>
		<con>16</con>
		<int>14</int>
		<wis>13</wis>
		<cha>14</cha>
		<save>Dex +7, Con +6, Wis +4, Cha +5</save>
		<skill>Perception +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Giant, Ravenfolk, Sylvan</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The storm crow's innate spellcasting ability is Charisma (spell save DC 13). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: magic missile</text>
			<text>1/day: haste</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the malphas has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Night Terror (1/round)</name>
			<text>As a bonus action immediately after making a successful melee attack, a malphas storm crow can cast magic missile through his or her sword at the same target.</text>
		</trait>
		<trait>
			<name>Swordtrained</name>
			<text>Malphas are trained from youth in combat. They are proficient with all martial melee and ranged weapons.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The malphas makes three longsword attacks.</text>
		</action>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage.</text>
			<attack>Longsword|7|1d8+4</attack>
		</action>
		<reaction>
			<name>Shadow Call</name>
			<text>A malphas can cast magic missile as a reaction when it is hit by a ranged weapon attack.</text>
		</reaction>
	</monster>
	<monster>
		<name>Mamura</name>
		<size>S</size>
		<type>aberration (fey),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>97 (13d6+52)</hp>
		<speed>20 ft., fly 30 ft.</speed>
		<str>8</str>
		<dex>18</dex>
		<con>19</con>
		<int>17</int>
		<wis>11</wis>
		<cha>16</cha>
		<save>Dex +7, Con +7, Cha +6</save>
		<skill>Acrobatics +7, Perception +6, Stealth +7</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elvish, Goblin, Sylvan, Void Speech</languages>
		<cr>6</cr>
		<trait>
			<name>All-Around Vision</name>
			<text>Attackers never gain advantage on attacks or bonus damage against a mamura from the presence of nearby allies.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The mamura has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Friend to Darkness</name>
			<text>In darkness or dim light, the mamura has advantage on Stealth checks. It can attempt to hide as a bonus action at the end of its turn if it's in dim light or darkness.</text>
		</trait>
		<trait>
			<name>Distraction</name>
			<text>Because of the mamura's alien and forbidding aura, any spellcaster within 20 feet of the mamura must make a successful DC 14 spellcasting check before casting a spell; if the check fails, they lose their action but not the spell slot. They must also make a successful DC 14 spellcasting check to maintain concentration if they spend any part of their turn inside the aura.</text>
		</trait>
		<trait>
			<name>Flyby</name>
			<text>The mamura doesn't provoke an opportunity attack when it flies out of an enemy's reach.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mamura makes three claw attacks and one whiptail sting attack.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage, and the target must succeed on a DC 15 Constitution saving throw or be poisoned for 1 round. The poison duration is cumulative with multiple failed saving throws.</text>
			<attack>Claw|7|1d8+4</attack>
		</action>
		<action>
			<name>Whiptail Stinger</name>
			<text>Melee Weapon Attack: +7 to hit, range 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage, and the target must succeed on a DC 15 Constitution saving throw or take 1d6 poison damage. If the target is also poisoned by the mamura's claws, it takes another 1d6 poison damage at the start of each of its turns while the poisoning remains in effect.</text>
			<attack>Whiptail Stinger|7|1d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Mask Wight</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>207 (18d8+126)</hp>
		<speed>40 ft.</speed>
		<str>22</str>
		<dex>18</dex>
		<con>24</con>
		<int>15</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Str +11, Dex +9, Con +12, Int +7, Wis +8, Cha +9</save>
		<vulnerable>radiant</vulnerable>
		<resist>acid, fire, lightning, cold; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, frightened, paralyzed, petrified, poisoned, stunned, unconscious</conditionImmune>
		<senses>darkvision 60 ft., truesight 30 ft.</senses>
		<passive>13</passive>
		<languages> Common, Giant, Infernal</languages>
		<cr>13</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The wight's innate spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: alter self</text>
			<text>1/day each: counterspell, dispel magic, enlarge/reduce, spider climb, tongues</text>
			<text>1/week: gate</text>
		</trait>
		<trait>
			<name>Single-minded Purpose</name>
			<text>The wight has advantage on attack rolls against followers of the fiend it is tasked to destroy and those in its target's employ (whether or not they are aware of their employer), as well as the fiend itself.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mask wight makes one Khopesh of Oblivion attack and one Enervating Spiked Gauntlet attack.</text>
		</action>
		<action>
			<name>Khopesh of Oblivion</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (3d8 + 6) slashing damage, and the target must succeed on a DC 17 Wisdom saving throw or some cherished material thing disappears from the universe, and only the target retains any memory of it. This item can be as large as a building, but it can't be a living entity and it can't be on the target's person or within the target's sight.</text>
			<attack>Khopesh of Oblivion|11|3d8+6</attack>
		</action>
		<action>
			<name>Enervating Spiked Gauntlet</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) bludgeoning damage plus 11 (2d10) necrotic damage, and the target must succeed on a DC 17 Wisdom saving throw or gain 1 level of exhaustion. The target recovers from all exhaustion caused by the enervating spiked gauntlet at the end of its next long rest.</text>
			<attack>Enervating Spiked Gauntlet|11|2d12+6</attack>
		</action>
		<action>
			<name>Wail of the Forgotten (Recharge 6)</name>
			<text>The mask wight emits an ear-piercing wail. All creatures within 30 feet of the wight take 65 (10d12) thunder damage and are permanently deafened; a successful DC 17 Charisma saving throw reduces damage to half and limits the deafness to 1d4 hours. Targets slain by this attack are erased from the memories of every creature in the planes, all written or pictorial references to the target fade away, and its body is obliterated.the only exception is those who personally witnessed the death. Restoring such a slain creature requires a wish or divine intervention; no mortal remembers the creature's life or death.</text>
		</action>
	</monster>
	<monster>
		<name>Mavka</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>170 (20d8+80)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>15</dex>
		<con>18</con>
		<int>13</int>
		<wis>13</wis>
		<cha>18</cha>
		<save>Str +9, Dex +6, Con +8, Cha +8</save>
		<skill>Athletics +9, Nature +5, Perception +5</skill>
		<resist>acid, fire, necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>cold, lightning</immune>
		<senses>darkvision 90 ft.</senses>
		<passive>15</passive>
		<languages> Common, Infernal, Sylvan</languages>
		<cr>12</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The mavka's innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
			<text>Constant: protection from evil and good</text>
			<text>At will: create or destroy water, dancing lights, ray of frost, resistance, witch bolt</text>
			<text>3/day each: darkness, hold person, inflict wounds, invisibility, silence</text>
			<text>1/day each: animate dead, bestow curse, blindness/deafness, contagion, dispel magic, vampiric touch</text>
		</trait>
		<trait>
			<name>Nightmare Mount</name>
			<text>A mavka is bonded to a nightmare when it is created. Mavkas are encountered with their mounts 95% of the time.</text>	
		</trait>
		<trait>
			<name>Sunlight Hypersensitivity</name>
			<text>The mavka takes 20 radiant damage when she starts her turn in sunlight. While in sunlight, she has disadvantage on attack rolls and ability checks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mavka makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 23 (4d8 + 5) bludgeoning damage plus 11 (2d10) necrotic damage.</text>
			<attack>Slam|9|4d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Mi-Go</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>76 (8d8+40)</hp>
		<speed>30 ft., fly 60 ft.</speed>
		<str>16</str>
		<dex>19</dex>
		<con>21</con>
		<int>25</int>
		<wis>15</wis>
		<cha>13</cha>
		<save>Str +6, Con +8, Cha +4</save>
		<skill>Arcana +10, Deception +7, Medicine +5, Perception +5, Stealth +7</skill>
		<resist>radiant, cold</resist>
		<senses>blindsight 30 ft., darkvision 240 ft.</senses>
		<passive>15</passive>
		<languages> Common, Mi-go, Void Speech</languages>
		<cr>5</cr>
		<trait>
			<name>Astral Travelers</name>
			<text>Mi-go do not require air or heat to survive, only sunlight (and very little of that). They can enter a sporulated form capable of surviving travel through the void and returning to consciousness when conditions are right.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/Turn)</name>
			<text>The mi-go does an extra 7 (2d6) damage when it hits a target with a claw attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the mi-go that isn't incapacitated and the mi-go doesn't have disadvantage on the attack roll.</text>
		</trait>
		<trait>
			<name>Disquieting Technology</name>
			<text>The mi-go are a highly advanced race, and may carry items of powerful technology. Mi-go technology can be represented using the same rules as magic items, but their functions are very difficult to determine: identify is useless, but an hour of study and a successful DC 19 Arcana check can reveal the purpose and proper functioning of a mi.go item.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mi-go makes two attacks with its claws.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage, and the target is grappled (escape DC 13). If both claw attacks strike the same target in a single turn, the target takes an additional 13 (2d12) psychic damage.</text>
			<attack>Claw|7|3d6+4</attack>
		</action>
		<reaction>
			<name>Spore Release</name>
			<text>When a mi-go dies, it releases its remaining spores. All living creatures within 10 feet take 14 (2d8 + 5) poison damage and become poisoned; a successful DC 16 Constitution saving throw halves the damage and prevents poisoning. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on itself with a success.</text>
		</reaction>
	</monster>
	<monster>
		<name>Millitaur</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>85 (10d10+30)</hp>
		<speed>40 ft., burrow 20 ft., climb 30 ft.</speed>
		<str>18</str>
		<dex>14</dex>
		<con>16</con>
		<int>8</int>
		<wis>12</wis>
		<cha>10</cha>
		<skill>Acrobatics +4</skill>
		<resist>poison; bludgeoning and slashing from nonmagical weapons</resist>
		<conditionImmune>prone</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 30 ft.</senses>
		<passive>11</passive>
		<languages> Common</languages>
		<cr>3</cr>
		<action>
			<name>Multiattack</name>
			<text>The millitaur makes two handaxe attacks.</text>
		</action>
		<action>
			<name>Handaxe</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 2 (1d4) poison damage.</text>
			<attack>Handaxe|6|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Map Mimic</name>
		<size>T</size>
		<type>aberration (shapechanger),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>32 (5d8+10)</hp>
		<speed>30 ft., fly 15 ft.</speed>
		<str>10</str>
		<dex>15</dex>
		<con>14</con>
		<int>13</int>
		<wis>15</wis>
		<cha>16</cha>
		<immune>acid</immune>
		<conditionImmune>prone</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The mimic can use its action to polymorph into an object or back into its true, amorphous 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.</text>
		</trait>
		<trait>
			<name>Constrict Face</name>
			<text>When a map mimic touches a Medium or smaller creature or vice versa, it adheres to the creature, enveloping the creature's face and covering its eyes and ears and airways (escape DC 13). The target creature is immediately blinded and deafened, and it begins suffocating at the beginning of the mimic's next turn.</text>
		</trait>
		<trait>
			<name>False Appearance (Object Form Only)</name>
			<text>While the mimic remains motionless, it is indistinguishable from an ordinary object.</text>
		</trait>
		<trait>
			<name>Mimic Page</name>
			<text>The mimic can disguise itself as any tiny, flat object.a piece of leather, a plate.not only a map. In any form, a map mimic can make a map on its skin leading to its mother mimic.</text>
		</trait>
		<action>
			<name>Pseudopod</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage. If the mimic is in object form, the target is subjected to its Constrict Face trait.</text>
			<attack>Pseudopod|4|1d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Mindrot Thrall</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>82 (11d8+33)</hp>
		<speed>30 ft.</speed>
		<str>15</str>
		<dex>14</dex>
		<con>17</con>
		<int>11</int>
		<wis>14</wis>
		<cha>6</cha>
		<save>Con +5</save>
		<resist>bludgeoning and piercing from nonmagical weapons</resist>
		<immune>acid, poison</immune>
		<conditionImmune>charmed, frightened, poisoned</conditionImmune>
		<senses>tremorsense 30 ft.</senses>
		<passive>12</passive>
		<languages> understands Common but cannot speak</languages>
		<cr>3</cr>
		<trait>
			<name>Fungal Aura</name>
			<text>A creature that starts its turn within 5 feet of a mindrot thrall must succeed on a DC 13 Constitution saving throw or become infected with mindrot spores.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mindrot thrall makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing damage.</text>
			<attack>Claw|4|2d6+2</attack>
		</action>
		<action>
			<name>Acid Breath (Recharge 4-6)</name>
			<text>The thrall exhales a blast of acidic spores from its rotten lungs in a 15-foot cone. Each creature in that area takes 36 (8d8) acid damage, or half damage with a successful DC 13 Dexterity saving throw. If the saving throw fails, the creature is also infected with mindrot spores.</text>
		</action>
		<action>
			<name>Mindrot Spores</name>
			<text>Infection occurs when mindrot spores are inhaled or swallowed. Infected creatures must make a DC 13 Constitution saving throw at the end of every long rest; nothing happens if the saving throw succeeds, but if it fails, the creature takes 9 (2d8) acid damage and its hit point maximum is reduced by the same amount. The infection ends when the character makes successful saving throws after two consecutive long rests, or receives the benefits of a lesser restoration spell or comparable magic. A creature slain by this disease becomes a mindrot thrall after 24 hours unless the corpse is destroyed.</text>
		</action>
	</monster>
	<monster>
		<name>Mirager</name>
		<size>M</size>
		<type>fey (shapechanger),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13</ac>
		<hp>78 (12d8+24)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>16</dex>
		<con>14</con>
		<int>10</int>
		<wis>14</wis>
		<cha>20</cha>
		<skill>Deception +7, Performance +9, Perception +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The mirager can use its action to polymorph into a Small or Medium humanoid, or back into its true form. Its statistics, other than its size, 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.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The mirager's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>3/day: charm person</text>
			<text>1/day each: hallucinatory terrain, suggestion</text>
		</trait>
		<trait>
			<name>Enthralling Mirage</name>
			<text>When the mirager casts hallucinatory terrain, the area appears so lush and inviting that those who view it feel compelled to visit. Any creature that approaches within 120 feet of the terrain must make a DC 15 Wisdom saving throw. Those that fail are affected as by the enthrall spell with the mirager as the caster; they give the mirage their undivided attention, wanting only to explore it, marvel at its beauty, and rest there for an hour. The mirager can choose to have creatures focus their attention on it instead of the hallucinatory terrain. Creatures affected by the enthrall effect automatically fail saving throws to disbelieve the hallucinatory terrain. This effect ends if the hallucinatory terrain is dispelled.</text>
		</trait>
		<action>
			<name>Multiattack.</name>
			<text>The mirager makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) bludgeoning damage.</text>
			<attack>Slam|5|1d6+3</attack>
		</action>
		<action>
			<name>Thirst Kiss</name>
			<text>The mirager feeds on the body moisture of creatures it lures into kissing it. A creature must be charmed, grappled, or incapacitated to be kissed. A kiss hits automatically, does 21 (6d6) necrotic damage, and fills the mirager with an exultant rush of euphoria that has the same effect as a heroism spell lasting 1 minute. The creature that was kissed doesn't notice that it took damage from the kiss unless it makes a successful DC 16 Wisdom (Perception) check.</text>
		</action>
		<action>
			<name>Captivating Dance (Recharges after a Short or Long Rest, Humanoid Form Only)</name>
			<text>The mirager performs a sinuously swaying dance. Humanoids within 20 feet that view this dance must make a successful DC 16 Wisdom saving throw or be stunned for 1d4 rounds and charmed by the mirager for 1 minute. Humanoids of all races and genders have disadvantage on this saving throw. A creature that saves successfully is immune to this mirager's dance for the next 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Miremal</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13</ac>
		<hp>22 (5d6+5)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>12</con>
		<int>10</int>
		<wis>12</wis>
		<cha>8</cha>
		<skill>Perception +3, Stealth +5, Survival +3</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Sylvan, Umbral</languages>
		<cr>1/2</cr>
		<trait>
			<name>Amphibious</name>
			<text>The miremal can breathe air and water.</text>
		</trait>
		<trait>
			<name>Swamp Camouflage</name>
			<text>The miremal has advantage on Dexterity (Stealth) checks made to hide in swampy terrain.</text>
		</trait>
		<trait>
			<name>Savage Move</name>
			<text>If the miremal surprises a creature, it gets a bonus action it can use on its first turn of combat for a claw attack, a bite attack, or a Bog Spew attack.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The miremal makes two attacks, one of which must be a claw attack.</text>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Claws|5|1d6+3</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Bog Spew (Recharge 5-6)</name>
			<text>The miremal spews a noxious stream of bog filth mixed with stomach acid at a target up to 20 feet away. Target must succeed on a DC 11 Constitution saving throw or be blinded for 1d4 rounds.</text>
		</action>
		<reaction>
			<name>Muddled Escape (1/Day)</name>
			<text>If an attack would reduce the miremal's hit points to 0, it collapses into a pool of filth-laden swamp water and its hit points are reduced to 1 instead. The miremal can move at its normal speed in this form, including moving through spaces occupied by other creatures. As a bonus action at the beginning of the miremal's next turn, it can reform, still with 1 hit point.</text>
		</reaction>
	</monster>
	<monster>
		<name>Mngwa</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16</ac>
		<hp>91 (14d8+28)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>17</dex>
		<con>15</con>
		<int>11</int>
		<wis>17</wis>
		<cha>17</cha>
		<skill>Perception +5, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Sylvan, can speak with felines</languages>
		<cr>4</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The mngwa has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The mngwa has advantage on attack rolls against a creature if at least one of the mngwa's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<trait>
			<name>Running Leap</name>
			<text>With a 10-foot running start, the mngwa can long jump up to 25 feet.</text>
		</trait>
		<trait>
			<name>Feline Empathy</name>
			<text>The mngwa has advantage on Wisdom (Animal Handling) checks to deal with felines.</text>
		</trait>
		<trait>
			<name>Ethereal Coat</name>
			<text>The armor class of the mngwa includes its Charisma modifier. All attack rolls against the mngwa have disadvantage. If the mngwa is adjacent to an area of smoke or mist, it can take a Hide action even if under direct observation.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mngwa makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</text>
			<attack>Bite|6|1d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Claw|6|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Monolith Champion</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>102 (12d10+36)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>12</dex>
		<con>16</con>
		<int>10</int>
		<wis>10</wis>
		<cha>10</cha>
		<immune>poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Elvish, Umbral</languages>
		<cr>8</cr>
		<trait>
			<name>Blatant Dismissal</name>
			<text>While in a fey court or castle, a monolith champion that scores a successful hit with its greatsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 14 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith champion's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.</text>
		</trait>
		<trait>
			<name>Fey Flame</name>
			<text>The ritual powering a monolith champion grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The champion makes two greatsword attacks or two slam attacks.</text>
		</action>
		<action>
			<name>Greatsword</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) slashing damage plus 11 (2d10) cold or fire damage.</text>
			<attack>Greatsword|7|3d6+4</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage plus 11 (2d10) cold or fire damage.</text>
			<attack>Slam|7|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Monolith Footman</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>60 (8d10+16)</hp>
		<speed>40 ft.</speed>
		<str>18</str>
		<dex>12</dex>
		<con>14</con>
		<int>10</int>
		<wis>10</wis>
		<cha>10</cha>
		<immune>poison, bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Elvish, Umbral</languages>
		<cr>3</cr>
		<trait>
			<name>Blatant Dismissal</name>
			<text>While in the courts or castles of the fey, a monolith footman that scores a successful hit with its longsword can try to force the substitution of the target with a shadow double. The target must succeed at a DC 10 Charisma saving throw or become invisible, silent, and paralyzed, while an illusory version of itself remains visible and audible.and under the monolith footman's control, shouting for a retreat or the like. Outside fey locales, this ability does not function.</text>
		</trait>
		<trait>
			<name>Fey Flame</name>
			<text>The ritual powering a monolith footman grants it an inner flame that it can use to enhance its weapon or its fists with additional fire or cold damage, depending on the construct's needs.</text>
		</trait>
		<trait>
			<name>Simple Construction</name>
			<text>Monolith footmen are designed with a delicate fey construction. They burst into pieces and are destroyed when they receive a critical hit.</text>
		</trait>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage plus 9 (2d8) cold or fire damage.</text>
			<attack>Longsword|6|2d6+4</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning damage plus 9 (2d8) cold or fire damage.</text>
			<attack>Slam|6|1d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Mordant Snare</name>
		<size>G</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>264 (16d20+96)</hp>
		<speed>10 ft., burrow 20 ft.</speed>
		<str>23</str>
		<dex>16</dex>
		<con>22</con>
		<int>15</int>
		<wis>14</wis>
		<cha>6</cha>
		<skill>Deception +8</skill>
		<resist>bludgeoning from nonmagical weapons</resist>
		<immune>acid</immune>
		<conditionImmune>prone</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Primordial</languages>
		<cr>15</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The mordant snare has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Absorb Channeled Energy</name>
			<text>If a mordant snare is in the area of effect of a turn undead attempt, it gains temporary hit points. For each mordant puppet that would have been affected by the turning if it were a zombie, the mordant snare gains 10 temporary hit points, to a maximum of 60.</text>
		</trait>
		<trait>
			<name>Buried</name>
			<text>Until it does something to reveal its presence, a buried mordant snare is treated as if it's invisible.</text>
		</trait>
		<trait>
			<name>Mordant Puppets</name>
			<text>A mordant snare can control up to four bodies per tentacle. These "puppets" look and move like zombies. Treat each one as a zombie, but limited in movement to the 30-foot-by-30-foot area above the buried snare. Unlike normal zombies, any creature within 5 feet of a mordant puppet when the puppet takes piercing or slashing damage takes 3 (1d6) acid damage (spray from the wound). All puppets attached to a particular tentacle are destroyed if the mordant snare attacks with that tentacle; this does 9 (2d8) acid damage per puppet to all creatures within 5 feet of any of those puppets, or half damage with a successful DC 16 Dexterity saving throw. Damage done to puppet zombies doesn't affect the mordant snare. If the snare is killed, all of its puppets die immediately without causing any acid damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The mordant snare makes four melee attacks, using any combination of tentacle attacks, spike attacks, and filament attacks. No creature can be targeted by more than one filament attack per turn.</text>
		</action>
		<action>
			<name>Spike</name>
			<text>Ranged Weapon Attack: +8 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage plus 3 (1d6) acid damage.</text>
			<attack>Spike|8|2d8+3</attack>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6) bludgeoning damage plus 7 (2d6) acid damage.</text>
			<attack>Tentacle|11|2d10+6</attack>
		</action>
		<action>
			<name>Filaments</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 22 (3d10 + 6) bludgeoning damage plus 10 (3d6) acid damage, and the target is grappled (escape DC 16) and restrained.</text>
			<attack>Filaments|11|3d10+6</attack>
		</action>
	</monster>
	<monster>
		<name>Morphoi</name>
		<size>M</size>
		<type>plant (shapechanger),tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13 (may be higher with armor)</ac>
		<hp>33 (6d8+6)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>11</str>
		<dex>16</dex>
		<con>13</con>
		<int>14</int>
		<wis>10</wis>
		<cha>15</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Amphibious</name>
			<text>The morphoi can breathe air and water.</text>
		</trait>
		<trait>
			<name>Immunity to Temporal Effects</name>
			<text>The morphoi is immune to all time-related spells and effects.</text>
		</trait>
		<trait>
			<name>Shapeshifter</name>
			<text>The morphoi can use its action to polymorph into a Medium creature or back into its true form. Its statistics are the same in each form. Any equipment the morphoi is carrying or wearing isn't transformed. The morphoi reverts to its true form when it dies.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage.</text>
			<attack>Claws|5|1d8+3</attack>
		</action>
		<action>
			<name>Trident</name>
			<text>Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft., or +5 to hit, range 20/60 ft., one target. Hit: 4 (1d8) piercing damage if used with both hands to make a melee attack, or 6 (1d6 + 3) if thrown.</text>
			<attack>Trident|2|1d8</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Shortbow|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Moss Lurker</name>
		<size>S</size>
		<type>humanoid,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>45 (10d6+10)</hp>
		<speed>30 ft.</speed>
		<str>14</str>
		<dex>14</dex>
		<con>12</con>
		<int>12</int>
		<wis>10</wis>
		<cha>10</cha>
		<save>Str +4, Dex +4</save>
		<skill>Perception +2, Stealth +4</skill>
		<immune>fire, poison</immune>
		<conditionImmune>blind, poisoned</conditionImmune>
		<senses>blindsight 60 ft.</senses>
		<passive>12</passive>
		<languages> Giant, Sylvan, Trollkin</languages>
		<cr>1</cr>
		<trait>
			<name>Camouflage</name>
			<text>A moss lurker has advantage on Dexterity (Stealth) checks to hide in forested or swampy terrain.</text>
		</trait>
		<trait>
			<name>Love of Heavy Weapons</name>
			<text>While moss lurkers can use heavy weapons, they have disadvantage while wielding them.</text>
		</trait>
		<trait>
			<name>Keen Hearing and Smell</name>
			<text>The moss lurker has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
		</trait>
		<trait>
			<name>Poisoned Gifts</name>
			<text>A moss lurker can contaminate liquids or food with poison. Someone who consumes the contaminated substance must make a successful DC 11 Constitution saving throw or become poisoned for 1 hour. When the poison is introduced, the moss lurker can choose a poison that also causes the victim to fall unconscious, or to become paralyzed while poisoned in this way. An unconscious creature wakes if it takes damage, or if a creature uses an action to shake it awake.</text>
		</trait>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6+2) slashing damage.</text>
			<attack>Claw|4|1d6+2</attack>
		</action>
		<action>
			<name>Great Sword or Maul</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) slashing or bludgeoning damage.</text>
			<attack>Great Sword or Maul|4|2d6+2</attack>
		</action>
		<action>
			<name>Mushroom-Poisoned Javelin</name>
			<text>Ranged Weapon Attack: +4 to hit, range 30 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 6 (1d12) poison damage and the target is poisoned until the start of the moss lurker's next turn. A successful DC 11 Constitution save halves the poison damage and prevents poisoning.</text>
			<attack>Mushroom-Poisoned Javelin|4|1d6+2</attack>
		</action>
		<action>
			<name>Dropped Boulder</name>
			<text>Ranged Weapon Attack: +4 to hit, range 100 ft. (vertically), one target. Hit: 10 (3d6) bludgeoning damage.</text>
			<attack>Dropped Boulder|4|3d6</attack>
		</action>
	</monster>
	<monster>
		<name>Venomous Mummy</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>11 (natural armor)</ac>
		<hp>58 (9d8+18)</hp>
		<speed>20 ft.</speed>
		<str>16</str>
		<dex>8</dex>
		<con>15</con>
		<int>7</int>
		<wis>10</wis>
		<cha>14</cha>
		<save>Wis +2</save>
		<vulnerable>fire</vulnerable>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> the languages it knew in life</languages>
		<cr>3</cr>
		<trait>
			<name>Selket's Venom</name>
			<text>The venomous mummy's body and wrappings are magically imbued with substances that are highly toxic. Any creature that comes in physical contact with the venomous mummy (e.g., touching the mummy barehanded, grappling, using a bite attack) must succeed on a DC 12 Constitution saving throw or be poisoned with Selket's venom. The poisoned target takes 3 (1d6) poison damage every 10 minutes. Selket's venom is a curse, so it lasts until ended by the remove curse spell or comparable magic.</text>
		</trait>
		<trait>
			<name>Toxic Smoke</name>
			<text>The venomous mummy's poisonimbued wrappings and flesh create toxic fumes when burned. If a venomous mummy takes fire damage, it is surrounded by a cloud of toxic smoke in a 10-foot radius. This cloud persists for one full round. A creature that starts its turn inside the cloud or enters it for the first time on its turn takes 14 (4d6) poison damage, or half damage with a successful DC 12 Constitution saving throw.</text>
		</trait>
		<action>
			<name>Venomous Fist</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 12 Constitution saving throw or be affected by the Selket's venom curse (see above).</text>
			<attack>Venomous Fist|5|2d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Deathcap Myconid</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>90 (12d8+36)</hp>
		<speed>20 ft.</speed>
		<str>12</str>
		<dex>10</dex>
		<con>16</con>
		<int>10</int>
		<wis>11</wis>
		<cha>9</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Distress Spores</name>
			<text>When a deathcap myconid takes damage, all other myconids within 240 feet of it sense its pain.</text>
		</trait>
		<trait>
			<name>Sun Sickness</name>
			<text>While in sunlight, the myconid has disadvantage on ability checks, attack rolls, and saving throws. The myconid dies if it spends more than 1 hour in direct sunlight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The myconid uses either its Deathcap Spores or its Slumber Spores, then makes a fist attack.</text>
		</action>
		<action>
			<name>Fist</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (4d4 + 1) bludgeoning damage plus 10 (4d4) poison damage.</text>
			<attack>Fist|3|4d4+1</attack>
		</action>
		<action>
			<name>Deathcap Spores (3/day)</name>
			<text>The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned for 3 rounds. While poisoned this way, the target also takes 10 (4d4) poison damage at the start of each of its turns. The target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<action>
			<name>Slumber Spores (3/day)</name>
			<text>The myconid ejects spores at one creature it can see within 5 feet of it. The target must succeed on a DC 13 Constitution saving throw or be poisoned and unconscious for 1 minute. A creature wakes up if it takes damage, or if another creature uses its action to shake it awake.</text>
		</action>
	</monster>
	<monster>
		<name>Myling</name>
		<size>S</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>45 (10d6+10)</hp>
		<speed>30 ft., burrow 10 ft.</speed>
		<str>15</str>
		<dex>10</dex>
		<con>12</con>
		<int>10</int>
		<wis>12</wis>
		<cha>10</cha>
		<skill>Stealth +4</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, frightened, poisoned, stunned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common</languages>
		<cr>2</cr>
		<action>
			<name>Multiattack</name>
			<text>The myling makes one bite and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) piercing damage, and the target is grappled (escape DC 12). If the target was grappled by the myling at the start of the myling's turn, the bite attack hits automatically.</text>
			<attack>Bite|4|2d4+2</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 1) slashing damage.</text>
			<attack>Claw|4|2d6+1</attack>
		</action>
		<action>
			<name>Buried Alive</name>
			<text>If the myling starts its turn on its chosen burial ground, it sinks into the earth. If it has a creature grappled, that creature sinks with the myling. A Medium or larger creature sinks up to its waist; a Small creature sinks up to its neck. If the myling still has the victim grappled at the start of the myling's next turn, both of them disappear into the earth. While buried this way, a creature is considered stunned. It can free itself with a successful DC 20 Strength (Athletics) check, but only one check is allowed; if it fails, the creature is powerless to aid itself except with magic. The creature must also make a DC 10 Constitution saving throw; if it succeeds, the creature has a lungful of air and can hold its breath for (Constitution modifier + 1) minutes before suffocation begins. Otherwise, it begins suffocating immediately. Allies equipped with digging tools can reach it in four minutes divided by the number of diggers; someone using an improvised tool (a sword, a plate, bare hands) counts as only one-half of a digger.</text>
		</action>
	</monster>
	<monster>
		<name>Naina</name>
		<size>L</size>
		<type>dragon (shapechanger),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>231 (22d10+110)</hp>
		<speed>40 ft., fly 120 ft.</speed>
		<str>20</str>
		<dex>16</dex>
		<con>21</con>
		<int>15</int>
		<wis>18</wis>
		<cha>18</cha>
		<save>Dex +7, Con +9, Int +6, Wis +8, Cha +8</save>
		<skill>Arcana +6, Deception +8, Insight +8, Perception +8</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<conditionImmune>paralyzed, poisoned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Common, Darakhul, Draconic, Elvish, Sylvan</languages>
		<cr>11</cr>
		<trait>
			<name>Magic Sensitive</name>
			<text>The naina detects magic as if it were permanently under the effect of a detect magic spell.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The naina is a 9th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). The naina has the following sorcerer spells prepared:</text>
			<text>Cantrips (at will): dancing lights, mage hand, mending, ray of frost, resistance, silent image</text>
			<text>1st level (4 slots): charm person, thunderwave, witch bolt</text>
			<text>2nd level (3 slots): darkness, invisibility, locate object</text>
			<text>3rd level (3 slots): dispel magic, hypnotic pattern</text>
			<text>4th level (3 slots): dimension door</text>
			<text>5th level (1 slot): dominate person</text>
		</trait>
		<trait>
			<name>Shapechanger</name>
			<text>The naina can use her action to polymorph into one of her two forms: a drake or a female humanoid. She cannot alter either form's appearance or capabilities (with the exception of her breath weapon) using this ability, and damage sustained in one form transfers to the other form.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The naina makes two claw attacks and one bite attack.</text>
		</action>
		<action>
			<name>Bite (drake form only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) piercing damage.</text>
			<attack>Bite (drake form only)|9|3d12+5</attack>
		</action>
		<action>
			<name>Claw (drake form only)</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.</text>
			<attack>Claw (drake form only)|9|3d12+5</attack>
		</action>
		<action>
			<name>Poison Breath (Recharge 5-6)</name>
			<text>While in drake form (only), the naina breathes a 20-foot cone of poison gas, paralytic gas, or sleep gas.</text>
		</action>
		<action>
			<name>Poison</name>
			<text>A creature caught in this poison gas takes 18 (4d8) poison damage and is poisoned; a successful DC 17 Constitution saving throw reduces damage to half and negates the poisoned condition. While poisoned this way, the creature must repeat the saving throw at the end of each of its turns. On a failure, it takes 9 (2d8) poison damage and the poisoning continues; on a success, the poisoning ends.</text>
		</action>
		<action>
			<name>Paralysis</name>
			<text>A creature caught in this paralytic gas must succeed on a DC 17 Constitution saving throw or be paralyzed for 2d4 rounds. A paralyzed creature repeats the saving throw at the end of each of its turns; a successful save ends the paralysis.</text>
		</action>
		<action>
			<name>Sleep</name>
			<text>A creature caught in this sleeping gas must succeed on a DC 17 Constitution saving throw or fall unconscious for 6 rounds. A sleeping creature repeats the saving throw at the end of each of its turns; it wakes up if it makes the save successfully.</text>
		</action>
	</monster>
	<monster>
		<name>Nichny</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>17</str>
		<dex>19</dex>
		<con>17</con>
		<int>18</int>
		<wis>18</wis>
		<cha>19</cha>
		<save>Dex +7</save>
		<skill>Acrobatics +7, Insight +7, Perception +7</skill>
		<resist>acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, frightened, paralyzed, poisoned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>17</passive>
		<languages> Elvish, Primordial, Sylvan, Void Speech</languages>
		<cr>6</cr>
		<trait>
			<name>Freedom of Movement</name>
			<text>A nichny ignores difficult terrain and cannot be entangled, grappled, or otherwise impeded in its movements as if it is under the effect of a constant freedom of movement spell. This ability is negated for grapple attempts if the attacker is wearing gold or orichalcum gauntlets or using a gold or orichalcum chain as part of its attack.</text>
		</trait>
		<trait>
			<name>Imbue Luck (1/Day)</name>
			<text>Nichny can enchant a small gem or stone to bring good luck. If the nichny gives this lucky stone to another creature, the bearer receives a +1 bonus to all saving throws for 24 hours.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The nichny's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At Will: detect magic, invisibility, magic missile, ray of frost</text>
			<text>3/day each: blink, dimension door, haste, polymorph (self only)</text>
			<text>1/day each: teleport, word of recall</text>
		</trait>
		<trait>
			<name>Luck Aura</name>
			<text>A nichny is surrounded by an aura of luck. All creatures it considers friends within 10 feet of the nichny gain a +1 bonus to attack rolls, saving throws, and ability checks. Creatures that it considers its enemies take a -1 penalty to attack rolls, saving throws, and ability checks. The nichny can activate or suppress this aura on its turn as a bonus action.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The nichny has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Soothsaying</name>
			<text>Once per week, a nichny can answer up to three questions about the past, present, or future. All three questions must be asked before the nichny can give its answers, which are short and may be in the form of a paradox or riddle. One answer always is false, and the other two must be true.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The nichny makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (2d12 + 4) slashing damage.</text>
			<attack>Claw|7|2d12+4</attack>
		</action>
	</monster>
	<monster>
		<name>Nightgarm</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>114 (12d10+48)</hp>
		<speed>20 ft. (bipedal), 40 ft. (quadrupedal)</speed>
		<str>20</str>
		<dex>14</dex>
		<con>18</con>
		<int>10</int>
		<wis>15</wis>
		<cha>16</cha>
		<skill>Perception +5, Stealth +5</skill>
		<vulnerable>radiant; silvered weapons</vulnerable>
		<resist>lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Giant, Goblin, telepathy 200 ft. (with falsemen only)</languages>
		<cr>6</cr>
		<trait>
			<name>Spawn Falseman</name>
			<text>If a nightgarm spends an entire round consuming a humanoid corpse, it immediately becomes pregnant. Nine hours later, it gives birth to a duplicate of the devoured creature. Known as a "falseman," this duplicate has all the memories and characteristics of the original but serves its mother loyally, somewhat similar to a familiar's relationship to a wizard. A nightgarm can have up to 14 falsemen under her control at a time. A nightgarm can communicate telepathically with its falsemen at ranges up to 200 feet.</text>
		</trait>
		<trait>
			<name>Distending Maw</name>
			<text>Like snakes, nightgarms can open their mouths far wider than other creatures of similar size. This ability grants it a formidable bite and allows it to swallow creatures up to Medium size.</text>
		</trait>
		<trait>
			<name>Superstitious</name>
			<text>A nightgarm must stay at least 5 feet away from a brandished holy symbol or a burning sprig of wolf's bane, and it cannot touch or make melee attacks against a creature holding one of these items. After 1 round, the nightgarm can make a DC 15 Charisma saving throw at the start of each of its turns; if the save succeeds, the nightgarm temporarily overcomes its superstition and these restrictions are lifted until the start of the nightgarm's next turn.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The nightgarm's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
			<text>3/day each: darkness, dissonant whispers, hold person</text>
			<text>1/day each: conjure woodland beings (wolves only), dimension door, scrying (targets falsemen only)</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 27 (4d10 + 5) piercing damage, and a Medium or smaller target must succeed on a DC 15 Strength saving throw or be swallowed whole. A swallowed creature is blinded and restrained and has total cover against attacks and other effects outside the nightgarm. It takes 21 (6d6) acid damage at the start of each of the nightgarm's turns. A nightgarm can have only one creature swallowed at a time. If the nightgarm takes 25 damage or more on a single turn from the swallowed creature, the nightgarm must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone within 5 feet of the nightgarm. If the nightgarm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.</text>
			<attack>Bite|8|4d10+5</attack>
		</action>
	</monster>
	<monster>
		<name>Nkosi</name>
		<size>M</size>
		<type>humanoid (shapechanger,tome of Beasts</type>
		<alignment>nkosi), lawful neutral</alignment>
		<ac>15 (studded leather)</ac>
		<hp>11 (2d8+2)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>16</dex>
		<con>12</con>
		<int>10</int>
		<wis>10</wis>
		<cha>8</cha>
		<skill>Survival +2</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak, and its speed is 50 feet. Other than its speed, 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.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The nkosi has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Hunter's Maw</name>
			<text>If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is knocked prone, the nkosi can immediately make one bite attack against it as a bonus action.</text>
		</trait>
		<action>
			<name>Scimitar (Nkosi Form Only)</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Scimitar (Nkosi Form Only)|5|1d6+3</attack>
		</action>
		<action>
			<name>Mambele Throwing Knife (Nkosi Form Only)</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Mambele Throwing Knife (Nkosi Form Only)|5|1d6+3</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
	</monster>
	<monster>
		<name>Nkosi Pridelord</name>
		<size>M</size>
		<type>humanoid (shapechanger,tome of Beasts</type>
		<alignment>nkosi), lawful neutral</alignment>
		<ac>16 (studded leather)</ac>
		<hp>93 (17d8+17)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>18</dex>
		<con>12</con>
		<int>10</int>
		<wis>10</wis>
		<cha>14</cha>
		<skill>Survival +2</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>4</cr>
		<trait>
			<name>Shapechanger</name>
			<text>The nkosi can use its action to polymorph into a Medium lion or back into its true form. While in lion form, the nkosi can't speak and its walking speed is 50 feet. Other than its speed, 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.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The nkosi has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Brute</name>
			<text>A melee weapon deals one extra die of damage when the pridelord hits with it (included in the attack).</text>
		</trait>
		<trait>
			<name>Hunter's Maw</name>
			<text>If the nkosi moves at least 20 feet straight toward a creature and then hits it with a scimitar attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nkosi can make one bite attack against it as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The pridelord makes two attacks with its scimitar or with its mambele throwing knife.</text>
		</action>
		<action>
			<name>Scimitar (Nkosi Form Only)</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Scimitar (Nkosi Form Only)|6|2d6+4</attack>
		</action>
		<action>
			<name>Mambele Throwing Knife (Nkosi Form Only)</name>
			<text>Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage.</text>
			<attack>Mambele Throwing Knife (Nkosi Form Only)|6|1d6+4</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.</text>
			<attack>Bite|6|2d6+4</attack>
		</action>
		<action>
			<name>Pridelord's Roar (Recharges after a Short or Long Rest)</name>
			<text>Each nkosi of the pridelord's choice that is within 30 feet of it and can hear it can immediately use its reaction to make a bite attack. The pridelord can then make one bite attack as a bonus action.</text>
		</action>
	</monster>
	<monster>
		<name>Nkosi War Ostrich</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>11</ac>
		<hp>42 (5d10+15)</hp>
		<speed>60 ft.</speed>
		<str>15</str>
		<dex>12</dex>
		<con>16</con>
		<int>2</int>
		<wis>10</wis>
		<cha>5</cha>
		<senses></senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>1/2</cr>
		<trait>
			<name>Standing Leap</name>
			<text>The ostrich can jump horizontally up to 20 feet and vertically up to 10 feet, with or without a running start.</text>
		</trait>
		<trait>
			<name>Battle Leaper</name>
			<text>If a riderless ostrich jumps at least 10 feet and lands within 5 feet of a creature, it has advantage on attacks against that creature this turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ostrich makes two kicking claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage.</text>
			<attack>Claw|4|1d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Noctiny</name>
		<size>M</size>
		<type>humanoid (noctiny),tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13 (studded leather armor)</ac>
		<hp>52 (8d8+16)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>13</dex>
		<con>14</con>
		<int>10</int>
		<wis>11</wis>
		<cha>16</cha>
		<conditionImmune>frightened</conditionImmune>
		<senses></senses>
		<passive>10</passive>
		<languages> Common, plus the language spoken by the noctini's fext master</languages>
		<cr>2</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The noctiny has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Pact Wrath</name>
			<text>One of the noctiny's weapons is infused with power. Its attacks with this weapon count as magical, and it adds its Charisma bonus to the weapon's damage (included below).</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The noctiny is a 3rd-level spellcaster. Its spellcasting ability score is Charisma (save DC 13, +5 to hit with spell attacks). It knows the following warlock spells.</text>
			<text>Cantrips (at will): chill touch, eldritch blast, poison spray</text>
			<text>1st level (4 slots): armor of agathys, charm person, hellish rebuke, hex</text>
			<text>2nd level (2 slots): crown of madness, misty step</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The noctiny makes two melee attacks.</text>
		</action>
		<action>
			<name>Pact Staff</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) bludgeoning damage or 8 (1d8 + 4) bludgeoning damage if used in two hands.</text>
			<attack>Pact Staff|3|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Oculo Swarm</name>
		<size>L</size>
		<type>swarm of Tiny aberrations,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>110 (13d10+39)</hp>
		<speed>5 ft., fly 40 ft. (hover)</speed>
		<str>10</str>
		<dex>20</dex>
		<con>16</con>
		<int>8</int>
		<wis>15</wis>
		<cha>17</cha>
		<skill>Insight +6, Perception +6, Stealth +7</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> understands Common but can't speak</languages>
		<cr>4</cr>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening at least 2 inches square. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<action>
			<name>Eye Extraction</name>
			<text>Every creature that occupies the same space as the swarm must succeed on a DC 13 Constitution saving throw or become temporarily blinded as their eyes strain from their sockets. This blindness lasts for as long as the affected creature remains in the same space as the oculus; it ends at the end of the blinded creature's turn if the creature is out of the oculus's space. Also, any cure spell cast on the blinded creature ends the temporary blindness, but not restoration spells. If a creature that's already temporarily blinded is targeted again by eye extraction and fails the saving throw, that creature becomes permanently blind as its eyes are pulled from their sockets to join the swarm (causing 1d8 piercing damage). Success on either saving throw renders that creature immune to eye extraction for 24 hours (but it still doesn't recover its sight until it gets out of the swarm). An oculo swarm with 50 or fewer hit points can't use this ability.</text>
		</action>
		<action>
			<name>Gaze (recharge 5-6)</name>
			<text>The swarm targets every creature in its space with a gaze attack. The swarm can choose one of two effects for the attack: confusion or hold person. Every target in the swarm's space is affected unless it makes a successful DC 14 Charisma saving throw. Even creatures that avert their eyes or are blind can be affected by an oculus swarm's gaze. The confusion or hold person effect lasts 1d4 rounds.</text>
		</action>
	</monster>
	<monster>
		<name>Oozasis</name>
		<size>G</size>
		<type>ooze,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>7</ac>
		<hp>217 (14d20+70)</hp>
		<speed>20 ft., climb 20 ft., swim 20 ft.</speed>
		<str>18</str>
		<dex>5</dex>
		<con>20</con>
		<int>12</int>
		<wis>22</wis>
		<cha>18</cha>
		<save>Int +5, Wis +10, Cha +8</save>
		<skill>Deception +8, History +5, Insight +10, Perception +10</skill>
		<vulnerable>thunder</vulnerable>
		<resist>fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this radius), tremorsense 120 ft.</senses>
		<passive>20</passive>
		<languages> understands all languages but can't speak, telepathy 120 ft.</languages>
		<cr>9</cr>
		<trait>
			<name>Amorphous</name>
			<text>The oozasis can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Mirage</name>
			<text>As a bonus action, the oozasis can create a mirage around itself to lure victims toward it while disguising its true nature. This functions as the mirage arcane spell (save DC 16) but is nonmagical, and therefore can't be detected using detect magic or similar magic, and can't be dispelled.</text>
		</trait>
		<trait>
			<name>Waters of Unfathomable Compulsion</name>
			<text>Any creature that drinks the water of an oozasis or eats fruit from the plants growing in it has a dream (as the spell, save DC 16) the next time it sleeps. In this dream, the oozasis places a compulsion to carry out some activity as a torrent of images and sensations. When the creature awakens, it is affected by a geas spell (save DC 16, cast as a 7th-level spell) in addition to the effects of dream.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The oozasis makes two pseudopod attacks.</text>
		</action>
		<action>
			<name>Pseudopod</name>
			<text>Melee Weapon Attack: +8 to hit, reach 15 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage plus 10 (3d6) acid damage, and a target that's Large or smaller is grappled (escape DC 16) and restrained until the grapple ends. The oozasis has two pseudopods, each of which can grapple one target at a time.</text>
			<attack>Pseudopod|8|2d8+4</attack>
		</action>
		<action>
			<name>Engulf</name>
			<text>The oozasis engulfs creatures grappled by it. An engulfed creature can't breathe, is restrained, is no longer grappled, has total cover against attacks and other effects outside the oozasis, takes 21 (6d6) acid damage at the start of each of the oozasis's turns, and is subject to the oozasis's Waters of Unfathomable Compulsion trait. The creature takes no damage if the oozasis chooses not to inflict any. When the oozasis moves, the engulfed creature moves with it. An engulfed creature can escape by using an action and making a successful DC 16 Strength check. On a success, the creature enters a space of its choice within 5 feet of the oozasis.</text>
		</action>
		<action>
			<name>Vapors of Tranquility or Turmoil (Recharges after a Short or Long Rest)</name>
			<text>The oozasis sublimates its waters into a vapor that fills a disk centered on the oozasis, 60 feet in radius, and 10 feet thick. All creatures in the area are affected by either the calm emotions spell or the confusion spell (save DC 16). The oozasis chooses which effect to use, and it must be the same for all creatures.</text>
		</action>
	</monster>
	<monster>
		<name>Corrupting Ooze</name>
		<size>L</size>
		<type>ooze,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>12 (natural armor)</ac>
		<hp>115 (10d10+60)</hp>
		<speed>20 ft., swim 30 ft.</speed>
		<str>16</str>
		<dex>10</dex>
		<con>22</con>
		<int>4</int>
		<wis>2</wis>
		<cha>1</cha>
		<skill>Stealth +3</skill>
		<resist>slashing, bludgeoning</resist>
		<immune>acid, fire, poison</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>blindsight 60 ft., tremorsense 60 ft.</senses>
		<passive>5</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>Corrupting Touch</name>
			<text>When a corrupting ooze scores a critical hit or starts its turn with a foe grappled, it can dissolve one leather, metal, or wood item of its choosing in the possession of the target creature. A mundane item is destroyed automatically; a magical item is destroyed if its owner fails to make a successful DC 16 Dexterity saving throw.</text>
		</trait>
		<trait>
			<name>Strong Swimmer</name>
			<text>A corrupting ooze naturally floats on the surface of water. It swims with a pulsating motion that propels it faster than walking speed.</text>
		</trait>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage plus 3 (1d6) acid damage, and the target is grappled (escape DC 13).</text>
			<attack>Slam|6|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Ostinato</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15</ac>
		<hp>39 (6d8+12)</hp>
		<speed>fly 50 ft. (hover)</speed>
		<str>1</str>
		<dex>20</dex>
		<con>15</con>
		<int>5</int>
		<wis>12</wis>
		<cha>17</cha>
		<skill>Perception +3</skill>
		<vulnerable>thunder</vulnerable>
		<resist>acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> telepathy 200 ft.</languages>
		<cr>4</cr>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The ostinato can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Invisibility</name>
			<text>The ostinato is invisible as per a greater invisibility spell.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The ostinato has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ostinato makes two cacophony ray attacks.</text>
		</action>
		<action>
			<name>Cacophony Ray</name>
			<text>Ranged Spell Attack: +7 to hit, range 60 ft., one target. Hit: 10 (3d6) thunder damage.</text>
			<attack>Cacophony Ray|7|3d6</attack>
		</action>
		<action>
			<name>Aural Symbiosis (1/Day)</name>
			<text>One humanoid that the ostinato can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or the ostinato merges with it, becoming an enjoyable, repetitive tune in its host's mind. The ostinato can't be targeted by any attack, spell, or other effect. The target retains control of its body and is aware of the ostinato's presence only as a melody, not as a living entity. The target no longer needs to eat or drink, gains the ostinato's Magic Resistance trait, and has advantage on Charisma checks. It also has disadvantage on Wisdom saving throws and it can't maintain concentration on spells or other effects for more than a single turn. The target can make a DC 13 Wisdom (Insight) check once every 24 hours; on a success, it realizes that the music it hears comes from an external entity. The Aural Symbiosis lasts until the target drops to 0 hit points, the ostinato ends it as a bonus action, or the ostinato is forced out by a dispel evil and good spell or comparable magic. When the Aural Symbiosis ends, the ostinato bursts forth in a thunderous explosion of sound and reappears in an unoccupied space within 5 feet of the target. All creatures within 60 feet, including the original target, take 21 (6d6) thunder damage, or half damage with a successful DC 13 Constitution saving throw. The target becomes immune to this ostinato's Aural Symbiosis for 24 hours if it succeeds on the saving throw or after the Aural Symbiosis ends.</text>
		</action>
		<action>
			<name>Voracious Aura (1/Day)</name>
			<text>While merged with a humanoid (see Aural Symbiosis), the ostinato feeds on nearby creatures. Up to nine creatures of the ostinato's choice within 60 feet of it can be targeted. Each target must succeed on a DC 13 Charisma saving throw or take 3 (1d6) necrotic damage and have its hit point maximum reduced by the same amount until it finishes a long rest. The target dies if its maximum hit points are reduced to 0. Victims notice this damage immediately, but not its source.</text>
		</action>
	</monster>
	<monster>
		<name>Pombero</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>90 (12d8+36)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>16</dex>
		<con>16</con>
		<int>8</int>
		<wis>10</wis>
		<cha>14</cha>
		<skill>Athletics +5, Sleight of Hand +5, Stealth +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Beast's Voice</name>
			<text>The pombero can magically speak with any beast and can perfectly mimic beast sounds.</text>
		</trait>
		<trait>
			<name>Twisted Limbs</name>
			<text>The pombero can twist and squeeze itself through a space small enough for a Tiny bird to pass through as if it were difficult terrain.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/turn)</name>
			<text>The pombero does an extra 7 (2d6) damage with a weapon attack when it has advantage on the attack roll, or when the target is within 5 feet of an ally of the pombero that isn't incapacitated and the pombero doesn't have disadvantage on the roll.</text>
		</trait>
		<trait>
			<name>Soft Step</name>
			<text>The pombero has advantage on Dexterity (Stealth) checks in forest terrain.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The pombero uses Charming Touch if able, and makes two fist attacks.</text>
		</action>
		<action>
			<name>Fist</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) bludgeoning damage and the target is grappled (escape DC 13).</text>
			<attack>Fist|5|2d6+3</attack>
		</action>
		<action>
			<name>Charming Touch (recharge 5-6)</name>
			<text>The pombero chooses a creature it can see within 5 feet. The creature must make a successful DC 12 Wisdom saving throw or be charmed for 10 minutes. The effect ends if the charmed creature takes damage. The pombero can have only one creature at a time charmed with this ability. If it charms a new creature, the previous charm effect ends immediately.</text>
		</action>
		<action>
			<name>Invisibility</name>
			<text>The pombero becomes invisible until it chooses to end the effect as a bonus action, or when it attacks.</text>
		</action>
	</monster>
	<monster>
		<name>Possessed Pillar</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>95 (10d10+40)</hp>
		<speed>20 ft.</speed>
		<str>20</str>
		<dex>8</dex>
		<con>19</con>
		<int>3</int>
		<wis>11</wis>
		<cha>1</cha>
		<immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>10</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>7</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The pillar is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The pillar has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The pillar's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Steal Weapons</name>
			<text>The eldritch magic that powers the pillar produces a magnetic power that seizes metal objects that touch it, including metal weapons. When a creature successfully strikes the pillar with a metal melee weapon, the attacker must make a successful DC 15 Strength or Dexterity saving throw or the weapon becomes stuck to the pillar until the pillar releases it or is destroyed. The saving throw uses the same ability as the attack used. The pillar can release all metal weapons stuck to it whenever it wants. A pillar always drops all weapons stuck to it when it believes it's no longer threatened. This ability affects armor only during a grapple.</text>
		</trait>
		<trait>
			<name>False Appearance</name>
			<text>While the pillar remains motionless, it is indistinguishable from a statue or a carved column.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The pillar makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) bludgeoning damage.</text>
			<attack>Slam|8|3d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Putrid Haunt</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>44 (8d8+8)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>8</dex>
		<con>13</con>
		<int>6</int>
		<wis>11</wis>
		<cha>6</cha>
		<resist>bludgeoning and piercing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>2</cr>
		<trait>
			<name>Dead Still</name>
			<text>Treat a putrid haunt as invisible while it's buried in swamp muck.</text>
		</trait>
		<trait>
			<name>Swamp Shamble</name>
			<text>Putrid haunts suffer no movement penalties in marshy terrain.</text>
		</trait>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) bludgeoning damage.</text>
			<attack>Slam|5|2d8+3</attack>
		</action>
		<action>
			<name>Vomit Leeches (Recharge 6)</name>
			<text>A putrid haunt can vomit forth the contents of its stomach onto a target within 5 feet. Along with the bile and mud from its stomach, this includes 2d6 undead leeches that attach to the target. A creature takes 1 necrotic damage per leech on it at the start of the creature's turn, and the putrid haunt gains the same number of temporary hit points. As an action, a creature can remove or destroy 1d3 leeches from itself or an adjacent ally.</text>
		</action>
	</monster>
	<monster>
		<name>Qwyllion</name>
		<size>M</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>110 (13d8+52)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>20</dex>
		<con>19</con>
		<int>12</int>
		<wis>13</wis>
		<cha>16</cha>
		<save>Dex +8, Cha +6</save>
		<skill>Acrobatics +11, Perception +4</skill>
		<resist>acid, cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Goblin, Infernal, Sylvan, Void Speech</languages>
		<cr>8</cr>
		<trait>
			<name>Disruptive</name>
			<text>Because of the qwyllion's nauseating nature, spellcasters have disadvantage on concentration checks while within 40 feet of the qwyllion.</text>
		</trait>
		<trait>
			<name>Nauseating Aura</name>
			<text>The qwyllion is nauseatingly corrupt. Any creature that starts its turn within 20 feet of the qwyllion must succeed on a DC 14 Constitution saving throw or be poisoned for 1d8 rounds. If a creature that's already poisoned by this effect fails the saving throw again, it becomes incapacitated instead, and a creature already incapacitated by the qwyllion drops to 0 hit points if it fails the saving throw. A successful saving throw renders a creature immune to the effect for 24 hours. Creatures dominated by the qwyllion are immune to this effect.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The qwyllion uses its deadly gaze if it can, and makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 24 (3d12 + 5) slashing damage.</text>
			<attack>Claw|8|3d12+5</attack>
		</action>
		<action>
			<name>Deadly Gaze (recharge 5-6)</name>
			<text>The qwyllion turns its gaze against a single creature within 20 feet of the qwyllion. The target must succeed on a DC 14 Constitution saving throw or take 16 (3d8 + 3) necrotic damage and be incapacitated until the start of the qwyllion's next turn. A humanoid slain by a qwyllion's death gaze rises 2d4 hours later as a specter under the qwyllion's control.</text>
		</action>
		<action>
			<name>Innate Spellcasting</name>
			<text>The qwyllion's innate casting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:</text>
			<text>3/day each: dominate person (range 20 feet), shatter</text>
		</action>
	</monster>
	<monster>
		<name>Ramag</name>
		<size>M</size>
		<type>humanoid (ramag),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (leather armor)</ac>
		<hp>27 (6d8)</hp>
		<speed>30 ft.</speed>
		<str>9</str>
		<dex>14</dex>
		<con>10</con>
		<int>16</int>
		<wis>12</wis>
		<cha>11</cha>
		<skill>Arcana +5, Investigation +5</skill>
		<senses></senses>
		<passive>11</passive>
		<languages> Common</languages>
		<cr>1/4</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The ramag has advantage on saving throws against spells or other magical effects.</text>
		</trait>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage.</text>
			<attack>Scimitar|4|1d6+2</attack>
		</action>
		<action>
			<name>Shortbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Shortbow|4|1d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Rat King</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>76 (9d8+36)</hp>
		<speed>30 ft., burrow 20 ft.</speed>
		<str>6</str>
		<dex>16</dex>
		<con>18</con>
		<int>11</int>
		<wis>15</wis>
		<cha>16</cha>
		<skill>Stealth +6</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Thieves' Cant</languages>
		<cr>5</cr>
		<trait>
			<name>Keen Smell</name>
			<text>The rat king has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Plague of Ill Omen</name>
			<text>The rat king radiates a magical aura of misfortune in a 30-foot radius. A foe of the rat king that starts its turn in the aura must make a successful DC 14 Charisma saving throw or be cursed with bad luck until the start of its next turn. When a cursed character makes an attack roll, ability check, or saving throw, it must subtract 1d4 from the result.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The rat king makes four bite attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage, and a bitten creature must succeed on a DC 15 Constitution saving throw or be infected with a disease. A diseased creature gains one level of exhaustion immediately. When the creature finishes a long rest, it must repeat the saving throw. On a failure, the creature gains another level of exhaustion. On a success, the disease does not progress. The creature recovers from the disease if its saving throw succeeds after two consecutive long rests or if it receives a lesser restoration spell or comparable magic. The creature then recovers from one level of exhaustion after each long rest.</text>
			<attack>Bite|6|2d6+3</attack>
		</action>
		<action>
			<name>Summon Swarm (1/Day)</name>
			<text>The rat king summons three swarms of rats. The swarms appear immediately within 60 feet of the rat king. They can appear in spaces occupied by other creatures. The swarms act as allies of the rat king. They remain for 1 hour or until the rat king dies.</text>
		</action>
		<reaction>
			<name>Absorption</name>
			<text>When the rat king does damage to a rat or rat swarm, it can absorb the rat, or part of the swarm, into its own mass. The rat king regains hit points equal to the damage it did to the rat or swarm.</text>
		</reaction>
	</monster>
	<monster>
		<name>Ratatosk</name>
		<size>T</size>
		<type>celestial,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>42 (12d4+12)</hp>
		<speed>20 ft., climb 20 ft.</speed>
		<str>4</str>
		<dex>18</dex>
		<con>12</con>
		<int>17</int>
		<wis>10</wis>
		<cha>18</cha>
		<save>Wis +4, Cha +6</save>
		<skill>Deception +6, Persuasion +6, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Celestial, Common; telepathy 100 ft.</languages>
		<cr>4</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The ratatosk's spellcasting attribute is Charisma (save DC 14). It can innately cast the following spells without requiring material or somatic components:</text>
			<text>At will: animal messenger, message, vicious mockery</text>
			<text>1/day each: commune, mirror image</text>
			<text>3/day each: sending, suggestion</text>
		</trait>
		<trait>
			<name>Skitter</name>
			<text>The ratatosk can take the Dash, Disengage, or Hide action as a bonus action on each of its turns.</text>
		</trait>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage plus 14 (4d6) psychic damage and the target must make a successful DC 14 Wisdom saving throw or be charmed for 1 round. While charmed in this way, the creature regards one randomly determined ally as a foe.</text>
			<attack>Gore|6|4d6</attack>
		</action>
		<action>
			<name>Divisive Chatter (recharge 5-6)</name>
			<text>Up to six creatures within 30 feet that can hear the ratatosk must make DC 14 Charisma saving throws. On a failure, the creature is affected as if by a confusion spell for 1 minute. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<reaction>
			<name>Desperate Lies</name>
			<text>A creature that can hear the ratatosk must make a DC 14 Wisdom saving throw when it attacks the ratatosk. If the saving throw fails, the creature still attacks, but it must choose a different target creature. An ally must be chosen if no other enemies are within the attack's reach or range. If no other target is in the attack's range or reach, the attack is still made (and ammunition or a spell slot is expended, if appropriate) but it automatically misses and has no effect.</text>
		</reaction>
	</monster>
	<monster>
		<name>Ratfolk</name>
		<size>S</size>
		<type>humanoid (ratfolk),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (studded leather armor)</ac>
		<hp>7 (2d6)</hp>
		<speed>25 ft., swim 10 ft.</speed>
		<str>7</str>
		<dex>15</dex>
		<con>11</con>
		<int>14</int>
		<wis>10</wis>
		<cha>10</cha>
		<skill>Perception +2</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common</languages>
		<cr>1/4</cr>
		<trait>
			<name>Nimbleness</name>
			<text>The ratfolk can move through the space of any creature size Medium or larger.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The ratfolk has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Dagger|4|1d4+2</attack>
		</action>
		<action>
			<name>Light crossbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</text>
			<attack>Light crossbow|4|1d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Ratfolk Rogue</name>
		<size>S</size>
		<type>humanoid (ratfolk),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (studded leather armor)</ac>
		<hp>18 (4d6+4)</hp>
		<speed>25 ft., swim 10 ft.</speed>
		<str>7</str>
		<dex>16</dex>
		<con>12</con>
		<int>14</int>
		<wis>10</wis>
		<cha>10</cha>
		<skill>Acrobatics +5, Perception +2, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Thieves Cant</languages>
		<cr>1</cr>
		<trait>
			<name>Cunning Action</name>
			<text>A ratfolk rogue can use a bonus action to Dash, Disengage, or Hide.</text>
		</trait>
		<trait>
			<name>Nimbleness</name>
			<text>A ratfolk rogue can move through the space of any creature size Medium or larger.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>A ratfolk rogue has advantage on its attack roll against a creature if at least one of the ratfolk's allies is within 5 feet of the creature and the ally is capable of attacking.</text>
		</trait>
		<trait>
			<name>Sneak Attack (1/Turn)</name>
			<text>A ratfolk rogue deals an extra 3 (1d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of one of its allies that isn't incapacitated and the rogue doesn't have disadvantage on the attack roll.</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>Light Crossbow|5|1d8+3</attack>
		</action>
		<action>
			<name>Rat Dagger Flurry</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., three targets. Hit: 7 (1d4 + 3) piercing damage.</text>
			<attack>Rat Dagger Flurry|5|1d4+3</attack>
		</action>
	</monster>
	<monster>
		<name>Ravenala</name>
		<size>L</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>126 (12d10+60)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>10</dex>
		<con>20</con>
		<int>12</int>
		<wis>16</wis>
		<cha>12</cha>
		<save>Wis +6, Cha +4</save>
		<vulnerable>fire, cold</vulnerable>
		<resist>bludgeoning, piercing</resist>
		<conditionImmune>blinded, deafened</conditionImmune>
		<senses></senses>
		<passive>13</passive>
		<languages> Common, Druidic, Elvish, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The ravenala has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The ravenala's innate spellcasting ability is Wisdom (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: entangle, sleep</text>
			<text>1/day each: heal, wall of thorns</text>
		</trait>
		<trait>
			<name>Green Walk</name>
			<text>The ravenala can move across undergrowth, natural or magical, without needing to make an ability check and without expending additional movement.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ravenala makes two slam attacks or two bursting pod attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage.</text>
			<attack>Slam|8|2d6+5</attack>
		</action>
		<action>
			<name>Bursting Pod</name>
			<text>Melee Ranged Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6 + 5) bludgeoning damage, and the target and all creatures within 5 feet of it also take 5 (2d4) piercing damage, or half as much piercing damage with a successful DC 15 Dexterity saving throw.</text>
			<attack>Bursting Pod|8|1d6+5</attack>
		</action>
		<action>
			<name>Lamenting Engulfment</name>
			<text>The ravenala targets a creature within 5 feet of it. The target must succeed on a DC 13 Dexterity saving throw or be grappled and restrained by the ravenala. While restrained, the creature is engulfed inside the ravenala's trunk. The ravenala can grapple one creature at a time; grappling doesn't prevent it from using other attacks against different targets. The restrained creature must make a DC 14 Wisdom saving throw at the start of each of its turns. On a failure, the creature is compelled to sing a lament of all its various mistakes and misdeeds for as long as it remains restrained. Singing prevents uttering command words, casting spells with a verbal component, or any verbal communication. The restrained creature can still make melee attacks. When the ravenala moves, the restrained creature moves with it. A restrained creature can escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ravenala.</text>
		</action>
	</monster>
	<monster>
		<name>Ravenfolk Scout</name>
		<size>M</size>
		<type>humanoid (kenku),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (studded leather armor)</ac>
		<hp>21 (6d8-6)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>8</con>
		<int>10</int>
		<wis>15</wis>
		<cha>12</cha>
		<save>Dex +4, Con +1, Wis +4, Cha +3</save>
		<skill>Deception +3, Perception +6, Stealth +6</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>16</passive>
		<languages> Common, Feather Speech, Huginn</languages>
		<cr>1/2</cr>
		<trait>
			<name>Mimicry</name>
			<text>Ravenfolk scouts can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ravenfolk scout makes one peck attack and one other melee or ranged attack.</text>
		</action>
		<action>
			<name>Ghost Wings</name>
			<text>The ravenfolk scout furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 12 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.</text>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack. +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 +2) piercing damage.</text>
		</action>
		<action>
			<name>Peck</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Peck|4|1d4+2</attack>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+ 2) piercing damage.</text>
			<attack>Rapier|4|1d8+2</attack>
		</action>
	</monster>
	<monster>
		<name>Ravenfolk Warrior</name>
		<size>M</size>
		<type>humanoid (kenku),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (studded leather armor)</ac>
		<hp>78 (12d8+24)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>16</dex>
		<con>14</con>
		<int>10</int>
		<wis>13</wis>
		<cha>10</cha>
		<save>Dex +5, Wis +3, Cha +2</save>
		<skill>Deception +2, Perception +5, Stealth +5</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>15</passive>
		<languages> Common, Feather Speech, Huginn</languages>
		<cr>3</cr>
		<trait>
			<name>Rune Weapons</name>
			<text>Kept keen with runic magic, runespears and runestaves are two-handed weapons that count as magical, though they provide no bonus to attack. Their magic must be renewed each week by a doom croaker or by Odin's own hand.</text>
		</trait>
		<trait>
			<name>Mimicry</name>
			<text>Ravenfolk warriors can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A ravenfolk warrior makes two runespear attacks, or two longbow attacks, or one ghost wings attack and one runespear attack. It can substitute one peck attack for any other attack.</text>
		</action>
		<action>
			<name>Ghost Wings</name>
			<text>The ravenfolk warrior furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.</text>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack. +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
		</action>
		<action>
			<name>Peck</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Peck|5|1d4+3</attack>
		</action>
		<action>
			<name>Radiant Runespear</name>
			<text>Melee Weapon Attack: +3 to hit, reach 10 ft., one target. Hit: 7 (1d12 + 1) piercing damage plus 2 (1d4) radiant damage.</text>
			<attack>Radiant Runespear|3|1d12+1</attack>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>Rapier|5|1d8+3</attack>
		</action>
		<reaction>
			<name>Odin's Call</name>
			<text>A ravenfolk warrior can disengage after an attack reduces it to 10 hp or less.</text>
		</reaction>
	</monster>
	<monster>
		<name>Ravenfolk Doom Croaker</name>
		<size>M</size>
		<type>humanoid (kenku),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (studded leather armor)</ac>
		<hp>88 (16d8+16)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>12</con>
		<int>12</int>
		<wis>18</wis>
		<cha>14</cha>
		<save>Str +3, Dex +5, Wis +7</save>
		<skill>Intimidation +5, Perception +10</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>20</passive>
		<languages> Common, Feather Speech, Huginn</languages>
		<cr>5</cr>
		<trait>
			<name>Mimicry</name>
			<text>Ravenfolk doom croakers can mimic the voices of others with uncanny accuracy. They have advantage on Charisma (Deception) checks involving audible mimicry.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The doom croaker has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The doom croaker's innate spellcasting ability is Wisdom (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: comprehend languages</text>
			<text>3/day each: counterspell, fear, phantom steed</text>
			<text>1/day each: blight, call lightning, clairvoyance, insect plague</text>
			<text>1/week: legend lore</text>
		</trait>
		<action>
			<name>Ghost Wings</name>
			<text>The ravenfolk doom croaker furiously "beats" a set of phantasmal wings. Every creature within 5 feet of the ravenfolk must make a successful DC 13 Dexterity saving throw or be blinded until the start of the ravenfolk's next turn.</text>
		</action>
		<action>
			<name>Radiant Runestaff</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d8) bludgeoning damage plus 4 (1d8) radiant damage.</text>
			<attack>Radiant Runestaff|3|1d8</attack>
		</action>
	</monster>
	<monster>
		<name>Redcap</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>105 (14d8+42)</hp>
		<speed>40 ft.</speed>
		<str>20</str>
		<dex>10</dex>
		<con>17</con>
		<int>11</int>
		<wis>13</wis>
		<cha>8</cha>
		<save>Con +6</save>
		<skill>Athletics +8, Intimidation +5</skill>
		<resist>bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Sylvan, Undercommon</languages>
		<cr>6</cr>
		<trait>
			<name>Clomping Boots</name>
			<text>The redcap has disadvantage on Dexterity (Stealth) checks.</text>
		</trait>
		<trait>
			<name>Red Cap</name>
			<text>The redcap must soak its cap in the blood of a humanoid killed no more than an hour ago at least once every three days. If it goes more than 72 hours without doing so, the blood on its cap dries and the redcap gains one level of exhaustion every 24 hours. While the cap is dry, the redcap can't remove exhaustion by any means. All levels of exhaustion are removed immediately when the redcap soaks its cap in fresh blood. A redcap that dies as a result of this exhaustion crumbles to dust.</text>
		</trait>
		<trait>
			<name>Solid Kick</name>
			<text>The redcap can kick a creature within 5 feet as a bonus action. The kicked creature must make a successful DC 15 Strength saving throw or fall prone.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The redcap makes two pike attacks and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage and the creature is bleeding profusely. A bleeding creature must make a successful DC 15 Constitution saving throw at the start of its turn or take 10 (3d6) necrotic damage and continue bleeding. On a successful save the creature takes no necrotic damage and the effect ends. A creature takes only 10 necrotic damage per turn from this effect no matter how many times it's been bitten, and a single successful saving throw ends all bleeding. Spending an action to make a successful DC 15 Wisdom (Medicine) check or any amount of magical healing also stops the bleeding. Constructs and undead are immune to the bleeding effect.</text>
			<attack>Bite|8|2d8+5</attack>
		</action>
		<action>
			<name>Pike</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) piercing damage.</text>
			<attack>Pike|8|1d10+5</attack>
		</action>
	</monster>
	<monster>
		<name>Rift Swine</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>110 (13d10+39)</hp>
		<speed>40 ft.</speed>
		<str>18</str>
		<dex>10</dex>
		<con>17</con>
		<int>4</int>
		<wis>12</wis>
		<cha>5</cha>
		<resist>force, poison</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>5</cr>
		<trait>
			<name>360-Degree Vision</name>
			<text>The rift swine's extra eyes give it advantage on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<trait>
			<name>Chaos mutations</name>
			<text>50% of rift swine have additional mutant features. Choose or roll on the table below.</text>
			<text>1 - Acid Boils: A creature that hits the rift swine with a melee attack must make a successful DC 12 Dexterity saving throw or take 3 (1d6) acid damage.</text>
			<text>2 - Tentacular Tongue: Instead of using its tusks, the rift swine can attack with its tongue: Melee weapon attack: +7 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. If the target is a creature, it is grappled and restrained as with a tentacle attack (escape DC 14).</text>
			<text>3 - Covered in Slime:Increase the rift swine's AC by 1.</text>		
			<text>4 - Acid Saliva: The rift swine's tusk or tongue attack does an additional 3 (1d6) acid damage.</text>
			<text>5 - Poison Spit: Ranged Weapon Attack: +3 to hit, range 15 ft., one target. Hit: 6 (1d12) poison damage.</text>
			<text>6 - Roll Twice</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The rift swine makes one tusks attack and two tentacle attacks.</text>
		</action>
		<action>
			<name>Tusks</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) slashing damage.</text>
			<attack>Tusks|7|2d8+4</attack>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. If the target is a creature, it is grappled (escape DC 14). Until this grapple ends, the target is restrained, and the rift swine can't use this tentacle against another target.</text>
			<attack>Tentacle|7|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Adult Rime Worm</name>
		<size>L</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>105 (10d10+50)</hp>
		<speed>30 ft., swim 30 ft, burrow (snow, ice) 30 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>20</con>
		<int>6</int>
		<wis>14</wis>
		<cha>3</cha>
		<save>Str +8, Con +8</save>
		<immune>cold, necrotic</immune>
		<senses>darkvision 200 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>6</cr>
		<trait>
			<name>Born of Rime</name>
			<text>A rime worm can breathe air or water with equal ease.</text>
		</trait>
		<trait>
			<name>Ringed by Ice and Death</name>
			<text>A rime worm is surrounded by an aura of cold, necrotic magic. At the start of the rime worm's turn, enemies within 5 feet take 2 (1d4) cold damage plus 2 (1d4) necrotic damage. If two or more enemies take damage from the aura on a single turn, the rime worm's black ice spray recharges immediately.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The rime worm makes two tendril attacks.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack. +8 to hit, reach 10 ft., one target. Hit: 8 (1d6 + 5) slashing damage. If both tendril attacks hit the same target in a single turn, that target is grappled (escape DC 15). The rime worm can grapple one creature at a time, and it can't use its tendril or devour attacks against a different target while it has a creature grappled.</text>
			<attack>Tendril|8|1d6+5</attack>
		</action>

		<action>
			<name>Devour</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (2d12 + 5) slashing damage. If the target was grappled by the rime worm, it takes an additional 13 (2d12) cold damage.</text>
			<attack>Devour|8|2d12+5</attack>
		</action>
		<action>
			<name>Black Ice Spray (Recharge 5-6)</name>
			<text>The rime worm sprays slivers of ice in a line 30 feet long and 5 feet wide. All creatures in the line take 26 (4d12) necrotic damage and are blinded; a successful DC 15 Constitution saving throw prevents the blindness. A blinded creature repeats the saving throw at the end of its turn, ending the effect on itself with a successful save.</text>
		</action>
	</monster>
	<monster>
		<name>Rime Worm Grub</name>
		<size>M</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>45 (6d8+18)</hp>
		<speed>30 ft., swim 30 ft, burrow (snow, ice) 20 ft.</speed>
		<str>16</str>
		<dex>12</dex>
		<con>16</con>
		<int>4</int>
		<wis>12</wis>
		<cha>3</cha>
		<save>Str +5, Con +5</save>
		<resist>cold</resist>
		<senses>darkvision 200 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>1</cr>
		<trait>
			<name>Born of Rime</name>
			<text>A rime worm grub can breathe air or water with equal ease.</text>
		</trait>
		<trait>
			<name>Ravenous</name>
			<text>At the grub stage, the worm is painfully hungry. Rime worm grubs can make opportunity attacks against enemies who disengage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The rime worm makes one tendril attack and one gnash attack.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack. +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.</text>
			<attack>Tendril|5|1d6+3</attack>
		</action>
		<action>
			<name>Gnash</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</text>
			<attack>Gnash|5|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Risen Reaver</name>
		<size>L</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (studded leather)</ac>
		<hp>168 (16d10+80)</hp>
		<speed>40 ft.</speed>
		<str>19</str>
		<dex>16</dex>
		<con>20</con>
		<int>9</int>
		<wis>7</wis>
		<cha>6</cha>
		<save>Dex +6</save>
		<skill>Perception +1</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>11</passive>
		<languages> any languages it knew in life</languages>
		<cr>7</cr>
		<trait>
			<name>Life Sense</name>
			<text>The risen reaver automatically detects all living creatures within 120 feet. This sense is blocked by 3 feet of wood, 1 foot of earth or stone, an inch of metal, or a thin sheet of lead.</text>
		</trait>
		<trait>
			<name>Pounce</name>
			<text>When the risen reaver hits an enemy with its blade attack after moving at least 20 feet, the target creature must make a DC 15 Strength saving throw. On a failure, the creature falls prone and the risen reaver can use a bonus action to make a single blade attack.</text>
		</trait>
		<trait>
			<name>Infused Arsenal</name>
			<text>As a bonus action, the risen reaver can absorb one unattended weapon into its body. For every weapon it absorbs, it deals +1 damage with its blade attacks ( maximum of +3).</text>
		</trait>
		<trait>
			<name>Skitter</name>
			<text>The risen reaver can take the Dash action as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The risen reaver makes three blade attacks.</text>
		</action>
		<action>
			<name>Blade</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 15 (2d10 + 4) slashing damage.</text>
			<attack>Blade|7|2d10+4</attack>
		</action>
	</monster>
	<monster>
		<name>Roachling Skirmisher</name>
		<size>S</size>
		<type>humanoid (roachling),tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>13 (natural armor)</ac>
		<hp>7 (2d6)</hp>
		<speed>25 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>11</con>
		<int>10</int>
		<wis>9</wis>
		<cha>8</cha>
		<save>Dex +4, Con +2</save>
		<skill>Acrobatics +4, Stealth +6</skill>
		<senses>darkvision 60 ft., tremorsense 10 ft.</senses>
		<passive>9</passive>
		<languages> Common</languages>
		<cr>1/4</cr>
		<trait>
			<name>Resistant</name>
			<text>The roachling skirmisher has advantage on Constitution saving throws.</text>
		</trait>
		<trait>
			<name>Unlovely</name>
			<text>The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.</text>
		</trait>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Shortsword|4|1d6+2</attack>
		</action>
		<action>
			<name>Dart</name>
			<text>Ranged Weapon Attack: +4 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Dart|4|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Roachling Lord</name>
		<size>S</size>
		<type>humanoid (roachling),tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>15 (natural armor)</ac>
		<hp>63 (14d6+14)</hp>
		<speed>25 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>12</con>
		<int>10</int>
		<wis>10</wis>
		<cha>10</cha>
		<save>Dex +5, Con +3</save>
		<skill>Acrobatics +5, Stealth +7</skill>
		<senses>darkvision 60 ft., tremorsense 10 ft.</senses>
		<passive>9</passive>
		<languages> Common</languages>
		<cr>2</cr>
		<trait>
			<name>Resistant</name>
			<text>The roachling skirmisher has advantage on Constitution saving throws.</text>
		</trait>
		<trait>
			<name>Unlovely</name>
			<text>The skirmisher has disadvantage on Performance and Persuasion checks in interactions with nonroachlings.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The roachling lord makes two melee attacks or throws two darts.</text>
		</action>
		<action>
			<name>Begrimed Shortsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage plus 7 (2d6) poison damage.</text>
			<attack>Begrimed Shortsword|5|1d6+3</attack>
		</action>
		<action>
			<name>Begrimed Dart</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage plus 7 (2d6) poison damage.</text>
			<attack>Begrimed Dart|5|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Rotting Wind</name>
		<size>L</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>82 (11d10+22)</hp>
		<speed>0 ft., fly 60 ft. (hover)</speed>
		<str>14</str>
		<dex>20</dex>
		<con>15</con>
		<int>7</int>
		<wis>12</wis>
		<cha>10</cha>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this)</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>6</cr>
		<trait>
			<name>Air Form</name>
			<text>The rotting wind can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Befouling Presence</name>
			<text>All normal plant life and liquid in the same space as a rotting wind at the end of the wind's turn is blighted and cursed. Normal vegetation dies in 1d4 days, while plant creatures take double damage from the wind of decay action. Unattended liquids become noxious and undrinkable.</text>
		</trait>
		<trait>
			<name>Invisibility</name>
			<text>The rotting wind is invisible as per a greater invisibility spell.</text>
		</trait>
		<action>
			<name>Wind of Decay</name>
			<text>Melee Weapon Attack: +8 to hit, reach 0 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 14 (4d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.</text>
			<attack>Wind of Decay|8|2d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Rusalka</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>88 (16d8+16)</hp>
		<speed>30 ft., swim 40 ft.</speed>
		<str>17</str>
		<dex>13</dex>
		<con>12</con>
		<int>11</int>
		<wis>15</wis>
		<cha>18</cha>
		<immune>necrotic, poison; piercing and slashing damage from nonmagical weapons</immune>
		<conditionImmune>charmed, frightened, paralyzed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common</languages>
		<cr>6</cr>
		<trait>
			<name>Withered Tresses</name>
			<text>If a rusalka is kept out of water for 24 consecutive hours, its hair and body dry into desiccated swamp weeds and the creature is utterly destroyed.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The rusalka's innate casting ability is Charisma (spell save DC 15). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: control water, suggestion, tongues, water walk (can be ended freely at will)</text>
			<text>1/day: dominate person</text>
		</trait>
		<trait>
			<name>Watery Camouflage</name>
			<text>In dim light or darkness, a rusalka that's underwater is invisible.</text>
		</trait>
		<action>
			<name>Breathless Kiss</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: the target is grappled (escape DC 13) and the rusalka draws all the air from the target's lungs with a kiss. If the rusalka has movement remaining, she drags the grappled creature into deep water, where it begins suffocating.</text>
			<attack>Breathless Kiss|6|</attack>
		</action>
		<action>
			<name>Drowning Hair (1/Day)</name>
			<text>The rusalka's long hair tangles around a creature the rusalka has grappled. The creature takes 33 (6d10) necrotic damage, or half damage with a successful DC 15 Constitution saving throw. In addition, until it escapes the rusalka's grapple, it is restrained and has disadvantage on Strength checks to break free of the grapple.</text>
		</action>
	</monster>
	<monster>
		<name>Sand Silhouette</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>105 (14d8+42)</hp>
		<speed>30 ft., burrow 30 ft.</speed>
		<str>18</str>
		<dex>12</dex>
		<con>17</con>
		<int>7</int>
		<wis>12</wis>
		<cha>10</cha>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, grappled, frightened, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft., tremorsense 60 ft.</senses>
		<passive>11</passive>
		<languages>all languages it knew in life</languages>
		<cr>6</cr>
		<trait>
			<name>Camouflage</name>
			<text>While in desert environments, the sand silhouette can use the Hide action even while under direct observation.</text>
		</trait>
		<trait>
			<name>Sand Form</name>
			<text>The sand silhouette can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Sand Glide</name>
			<text>The sand silhouette can burrow through nonmagical, loose sand without disturbing the material it is moving through. It is invisible while burrowing this way.</text>
		</trait>
		<trait>
			<name>Vulnerability to Water</name>
			<text>For every 5 feet the sand silhouette moves while touching water, or for every gallon of water splashed on it, it takes 2 (1d4) cold damage. If the sand silhouette is completely immersed in water, it takes 10 (4d4) cold damage.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sand silhouette makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the sand silhouette engulfs it.</text>
			<attack>Slam|7|3d6+4</attack>
		</action>
		<action>
			<name>Engulf</name>
			<text>The sand silhouette engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded and restrained, but no longer grappled. It must make a successful DC 15 Constitution saving throw at the start of each of the sand silhouette's turns or take 14 (3d6 + 4) bludgeoning damage. If the sand silhouette moves, the engulfed target moves with it. The sand silhouette can only engulf one creature at a time.</text>
		</action>
		<action>
			<name>Haunted Haboob (Recharge 4-6)</name>
			<text>The sand silhouette turns into a 60-foot radius roiling cloud of dust and sand filled with frightening shapes. A creature that starts its turn inside the cloud must choose whether to close its eyes and be blinded until the start of its next turn, or keep its eyes open and make a DC 15 Wisdom saving throw. If the saving throw fails, the creature is frightened for 1 minute. A frightened creature repeats the Wisdom saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
	</monster>
	<monster>
		<name>Sandman</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>82 (11d8+33)</hp>
		<speed>40 ft.</speed>
		<str>11</str>
		<dex>19</dex>
		<con>16</con>
		<int>13</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Dex +7, Cha +7</save>
		<resist>cold, fire, lightning; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, poisoned, unconscious</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Celestial, Giant, Infernal, Umbral</languages>
		<cr>5</cr>
		<trait>
			<name>Eye-Closer's Curse</name>
			<text>If a sandman obtains a critical hit or successful surprise attack against an opponent, its talons scratch a rune onto the target's eyeballs that snaps their eyelids shut, leaving them blinded. This effect can be ended with greater restoration, remove curse, or comparable magic.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The sandman's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: darkness, minor illusion, plane shift (at night only), phantom steed, prestidigitation, sleep (11d8)</text>
			<text>3/day each: hypnotic pattern, major image</text>
			<text>1/day each: dream, phantasmal killer (5d10)</text>
		</trait>
		<trait>
			<name>Stuff of Dreams</name>
			<text>Made partially from dreams and imagination, a sandman takes only half damage from critical hits and from sneak attacks. All of the attack's damage is halved, not just bonus damage.</text>
		</trait>
		<trait>
			<name>Surprise Attack</name>
			<text>If the sandman hits a surprised creature during the first round of combat, the target takes 14 (4d6) extra damage from the attack.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sandman makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Claw|7|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Sandwyrm</name>
		<size>L</size>
		<type>dragon,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>142 (15d10+60)</hp>
		<speed>20 ft., burrow 40 ft.</speed>
		<str>20</str>
		<dex>12</dex>
		<con>18</con>
		<int>5</int>
		<wis>13</wis>
		<cha>8</cha>
		<skill>Perception +7, Stealth +4</skill>
		<senses>darkvision 60 ft., tremorsense 120 ft.</senses>
		<passive>17</passive>
		<cr>6</cr>
		<trait>
			<name>Spine Trap</name>
			<text>When underground with its spines exposed, the sandwyrm can snap its spines closed on one Large, two Medium, or four Small or Tiny creatures above it. Each creature must make a successful DC 15 Dexterity saving throw or be restrained. A restrained creature can use its action to make a DC 15 Strength check to free itself or another restrained creature, ending the effect on a success. Creatures restrained by this trait move with the sandwyrm. The sandwyrm's stinger attack has advantage against creatures restrained by this trait.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sandwyrm makes one bite attack and one stinger attack. It can gore in place of the bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage.</text>
			<attack>Bite|8|2d6+5</attack>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.</text>
			<attack>Gore|8|1d12+5</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one creature. Hit: 12 (2d6 + 5) piercing damage plus 24 (7d6) poison damage, or half as much poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour. Regaining hit points doesn't end the poisoning or paralysis.</text>
			<attack>Stinger|8|2d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Sap Demon</name>
		<size>S</size>
		<type>ooze,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13 (natural)</ac>
		<hp>67 (15d6+15)</hp>
		<speed>20 ft., climb 20 ft.</speed>
		<str>14</str>
		<dex>6</dex>
		<con>12</con>
		<int>10</int>
		<wis>14</wis>
		<cha>10</cha>
		<resist>piercing and slashing from nonmagical weapons</resist>
		<immune>bludgeoning; acid, lightning</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
		<senses>blindsight 90 ft. (blind beyond this radius)</senses>
		<passive>12</passive>
		<languages> none in its natural form; knows the same languages as a creature it dominates</languages>
		<cr>4</cr>
		<trait>
			<name>Amorphous</name>
			<text>The sap demon can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Season's Change</name>
			<text>If a sap demon (or its host) takes at least 10 fire damage, it also gains the effect of a haste spell until the end of its next turn. If it takes at least 10 cold damage, it gains the effect of a slow spell until the end of its next turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sap demon makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 11 (2d8 + 2) bludgeoning damage. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 12), and the sap demon uses Soul Sap on it as a bonus action.</text>
			<attack>Slam|4|2d8+2</attack>
		</action>
		<action>
			<name>Soul Sap</name>
			<text>The sap demon slides down the throat of a sleeping, helpless, or grappled living creature of Medium size or smaller. Once inside, the sap demon takes control of its host, as per the dominate monster spell (Wisdom DC 12 negates). While dominated, the host gains blindsight 90 feet. The host drips blood from its ears, nose, eyes, or from a wound that resembles the injury done to the sap demon's tree (1 damage/ hour). Damage inflicted on the host has no effect on the sap demon. If the host dies or is reduced to 0 hit points, the sap demon must leave the body within one hour.</text>
		</action>
	</monster>
	<monster>
		<name>Sarcophagus Slime</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>11</ac>
		<hp>105 (14d8+42)</hp>
		<speed>20 ft.</speed>
		<str>14</str>
		<dex>12</dex>
		<con>18</con>
		<int>3</int>
		<wis>12</wis>
		<cha>12</cha>
		<save>Wis +4, Cha +4</save>
		<skill>Stealth +4</skill>
		<resist>acid, necrotic</resist>
		<immune>poison</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, poisoned, prone</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this radius)</senses>
		<passive>11</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>5</cr>
		<trait>
			<name>Amorphous</name>
			<text>The sarcophagus slime can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sarcophagus slime uses its Frightful Presence, uses its Corrupting Gaze, and makes two slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 14 (4d6) acid damage.</text>
			<attack>Slam|5|2d6+2</attack>
		</action>
		<action>
			<name>Frightful Presence</name>
			<text>Each creature of the sarcophagus slime's choice that is within 60 feet of the sarcophagus slime and aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the sarcophagus slime's Frightful Presence for the next 24 hours.</text>
		</action>
		<action>
			<name>Corrupting Gaze</name>
			<text>The sarcophagus slime targets one creature it can see within 30 feet of it. If the target can see the sarcophagus slime, the target must succeed on a DC 15 Constitution saving throw or take 14 (4d6) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. If this effect reduces a creature's hit point maximum to 0, the creature dies and its corpse becomes a sarcophagus slime within 24 hours. This reduction lasts until the creature finishes a long rest or until it is affected by greater restoration or comparable magic.</text>
		</action>
	</monster>
	<monster>
		<name>Sathaq Worm</name>
		<size>H</size>
		<type>elemental,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>172 (15d12+75)</hp>
		<speed>20 ft., burrow 20 ft., swim 20 ft.</speed>
		<str>22</str>
		<dex>6</dex>
		<con>20</con>
		<int>5</int>
		<wis>12</wis>
		<cha>9</cha>
		<skill>Perception +5, Stealth +2</skill>
		<vulnerable>thunder</vulnerable>
		<resist>fire; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid, poison</immune>
		<conditionImmune>exhaustion, paralyzed, petrified, poisoned, unconscious</conditionImmune>
		<senses>tremorsense 60 ft.</senses>
		<passive>15</passive>
		<languages> understands Deep Speech and Terran, but can't speak</languages>
		<cr>10</cr>
		<trait>
			<name>Agonizing Aura</name>
			<text>The sathaq worms' presence induces pain in creatures native to the Material Plane. Any creature that starts its turn within 30 feet of the sathaq worm must make a DC 17 Fortitude saving throw. On a failed save, the creature is poisoned until the start of its next turn. If a creature's saving throw succeeds, it is immune to the sathaq worm's Agonizing Aura for the next 24 hours.</text>
		</trait>
		<trait>
			<name>Earth Glide</name>
			<text>The sathaq worm can burrow through nonmagical, unworked earth and stone. While doing so, the elemental doesn't disturb the material it moves through.</text>
            <text>Stealth +6 in sand, mud, or stone terrain</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The sathaq worm deals double damage to objects and structures.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) piercing damage. If the target is a Large or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the sathaq worm. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the worm, and takes 7 (2d6) bludgeoning damage plus 7 (2d6) slashing damage plus 7 (2d6) acid damage at the start of each of the sathaq worm's turns. The sathaq worm can have only one creature swallowed at a time. If the sathaq worm takes 20 damage or more on a single turn from a creature inside it, the sathaq worm must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate the swallowed creature, which falls prone in a space within 5 feet of the sathaq worm. If the sathaq worm dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 10 feet of movement, exiting prone.</text>
			<attack>Bite|10|4d8+6</attack>
		</action>
	</monster>
	<monster>
		<name>Savager</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>115 (1d10+60)</hp>
		<speed>40 ft., climb 20 ft.</speed>
		<str>22</str>
		<dex>14</dex>
		<con>22</con>
		<int>2</int>
		<wis>10</wis>
		<cha>13</cha>
		<save>Dex +5, Con +9</save>
		<skill>Perception +3</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<cr>8</cr>
		<trait>
			<name>Mighty Swing</name>
			<text>When a savager attacks without moving during its turn, it makes its claw attack with advantage.</text>
		</trait>
		<trait>
			<name>Quills</name>
			<text>A creature takes 4 (1d8) piercing damage at the start of its turn while it is grappling a savager.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The savager makes one bite attack and one claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) piercing damage.</text>
			<attack>Bite|9|2d12+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 38 (5d12 + 6) slashing damage.</text>
			<attack>Claw|9|5d12+6</attack>
		</action>
	</monster>
	<monster>
		<name>Scheznyki</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>153 (18d6+72)</hp>
		<speed>20 ft., climb 15 ft.</speed>
		<str>19</str>
		<dex>15</dex>
		<con>18</con>
		<int>15</int>
		<wis>16</wis>
		<cha>16</cha>
		<save>Str +10, Con +10</save>
		<conditionImmune>unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Darakhul, Elvish</languages>
		<cr>6</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The scheznyki's innate spellcasting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: dancing lights, darkness, detect evil and good, faerie fire, invisibility*, fly*, mage hand, ray of frost (*only when wearing a vanisher hat)</text>
			<text>5/day each: magic missile, ray of enfeeblement, silent image</text>
			<text>3/day each: locate object (radius 3,000 ft to locate a vanisher hat), hideous laughter, web</text>
			<text>1/day each: dispel magic, dominate person, hold person</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The scheznyki has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The scheznyki makes four war pick attacks or two hand crossbow attacks.</text>
		</action>
		<action>
			<name>Heavy Pick</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</text>
			<attack>Heavy Pick|7|1d8+4</attack>
		</action>
		<action>
			<name>Hand Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing damage.</text>
			<attack>Hand Crossbow|5|1d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Night Scorpion</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>90 (12d10+24)</hp>
		<speed>40 ft.</speed>
		<str>15</str>
		<dex>14</dex>
		<con>14</con>
		<int>1</int>
		<wis>9</wis>
		<cha>3</cha>
		<senses>blindsight 60 ft.</senses>
		<passive>9</passive>
		<languages>-</languages>
		<cr>3</cr>
		<action>
			<name>Multiattack</name>
			<text>The scorpion makes three attacks: two with its claws and one with its sting.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) bludgeoning damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple one target.</text>
			<attack>Claw|4|1d8+2</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target takes 7 (2d6) poison damage and is blinded for 1d3 hours; a successful DC 12 Constitution saving throw reduces damage by half and prevents blindness. If the target fails the saving throw by 5 or more, the target is also paralyzed while poisoned. The poisoned target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a successful save.</text>
			<attack>Sting|4|1d10+2</attack>
		</action>
	</monster>
	<monster>
		<name>Stygian Fat-Tailed Scorpion</name>
		<size>T</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>10 (4d4)</hp>
		<speed>30 ft., climb 20 ft.</speed>
		<str>3</str>
		<dex>16</dex>
		<con>10</con>
		<int>1</int>
		<wis>10</wis>
		<cha>2</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>3</cr>
		<action>
			<name>Multiattack</name>
			<text>The scorpion makes three attacks: two with its claws and one with its sting.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.</text>
			<attack>Claw|5|1</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, plus 21 (6d6) poison damage and the target is poisoned until it completes a short or long rest. A successful DC 10 Constitution saving throw reduces the poison damage to half and prevents the poisoned condition. If the target fails this saving throw while already poisoned, it gains one level of exhaustion in addition to the other effects.</text>
			<attack>Sting|5|6d6+1</attack>
		</action>
	</monster>
	<monster>
		<name>Selang</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>76 (9d8+36)</hp>
		<speed>40 ft.</speed>
		<str>18</str>
		<dex>15</dex>
		<con>18</con>
		<int>12</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Dex +4, Con +6, Cha +6</save>
		<skill>Perception +6, Performance +8</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>acid, lightning</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Common, Elvish, Sylvan, Void Speech</languages>
		<cr>4</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The selang's innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: dancing lights, minor illusion</text>
			<text>3/day each: alter self, fear, sleep, suggestion</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The selang makes two dagger attacks or two short bow attacks.</text>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage, plus sleep poison.</text>
			<attack>Dagger|6|1d4+4</attack>
		</action>
		<action>
			<name>Short Bow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 80/320, one target. Hit: 5 (1d6 + 2) piercing damage plus sleep poison.</text>
			<attack>Short Bow|4|1d6+2</attack>
		</action>
		<action>
			<name>Sleep Poison</name>
			<text>An injured creature must succeed on a DC 14 Constitution saving throw or be poisoned for 2d6 rounds. A creature poisoned in this way is unconscious. An unconscious creature wakes if it takes damage, or if a creature uses its action to shake it awake.</text>
		</action>
		<action>
			<name>Alien Piping</name>
			<text>A selang can confuse and injure its enemies by playing weird, ear-bending harmonies on alien pipes, made from the beaks, cartilage, and throat sacs of a dorreq. When the selang plays a tune on these pipes, all creatures within 60 feet must make a successful DC 14 Wisdom saving throw or be affected by contagion, confusion, irresistible dance, or hideous laughter, depending on what alien and otherworldly music the dark satyr chooses to play. A creature that saves successfully against this psychic effect is immune to the piping for 24 hours. The selang can use each of these spell-like effects once per day.</text>
		</action>
	</monster>
	<monster>
		<name>Serpopard</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>85 (10d10+30)</hp>
		<speed>40 ft., swim 30 ft.</speed>
		<str>17</str>
		<dex>16</dex>
		<con>16</con>
		<int>2</int>
		<wis>12</wis>
		<cha>6</cha>
		<skill>Perception +3, Stealth +5</skill>
		<resist>poison</resist>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Swamp Stealth</name>
			<text>The serpopard gains an additional +2 to Stealth (+7 in total) in sand or swamp terrain.</text>
		</trait>
		<trait>
			<name>Sinuous Strikeback</name>
			<text>The serpopard can take any number of reactions in a round, but it can react only once to each trigger.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The serpopard makes two bite attacks and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</text>
			<attack>Bite|5|2d6+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</text>
			<attack>Claw|5|2d8+3</attack>
		</action>
		<action>
			<name>Musk (Recharges after a Short or Long Rest)</name>
			<text>The serpopard releases a jet of foul-smelling musk in a 15-foot cone that lasts for 2d4 rounds. Creatures in the cone must make DC 13 Dexterity saving throws. If the save succeeds, the creature moves to the nearest empty space outside the cone; if the saving throw fails, the creature becomes drenched in musk. A creature that enters the area of the cone while the musk persists is saturated automatically. A creature saturated in musk is poisoned. In addition, every creature that starts its turn within 5 feet of a saturated creature must make a successful DC 15 Constitution saving throw or be poisoned until the start of its next turn. Serpopard musk (and the poisoning) wear off naturally in 1d4 hours. A saturated creature can end the effect early by spending 20 minutes thoroughly washing itself, its clothes, and its equipment with water and soap.</text>
		</action>
	</monster>
	<monster>
		<name>Shabti</name>
		<size>M</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>102 (12d8+48)</hp>
		<speed>40 ft.</speed>
		<str>14</str>
		<dex>20</dex>
		<con>18</con>
		<int>6</int>
		<wis>11</wis>
		<cha>6</cha>
		<immune>poison, psychic; bludgeoning, piercing, and slashing from nonmagical weapons that aren't adamantine</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>8</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The shabti is immune to spells and effects that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The shabti has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The shabti's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Serpentine Armlets</name>
			<text>As a bonus action, the shabti commands its armlets to drop to the floor, whereupon they become two giant poisonous snakes. The shabti can mentally direct the serpents (this does not require an action). If the snakes are killed, they dissolve into wisps of smoke which reform around the shabti's forearms, and they can't be turned into snakes for 1 week. These armlets are linked to the shabti at the time of its creation and do not function for other creatures.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shabti uses Telekinesis and makes two attacks with its nabboot.</text>
		</action>
		<action>
			<name>Nabboot</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 7 (1d4 + 5) bludgeoning damage plus 7 (2d6) necrotic damage. If the target is a creature, it must succeed on a DC 15 Constitution saving throw or be cursed with tomb taint. The cursed target's speed is reduced to half, and its hit point maximum decreases by 3 (1d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies and its body turns to dust. The curse lasts until removed by the remove curse spell or comparable magic.</text>
			<attack>Nabboot|8|1d4+5</attack>
		</action>
		<action>
			<name>Telekinesis</name>
			<text>The shabti targets a creature within 60 feet. The target must succeed on a DC 15 Strength check or the shabti moves it up to 30 feet in any direction (including upward), and it is restrained until the end of the shabti's next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Shadhavar</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural)</ac>
		<hp>97 (13d10+26)</hp>
		<speed>50 ft.</speed>
		<str>14</str>
		<dex>15</dex>
		<con>14</con>
		<int>8</int>
		<wis>10</wis>
		<cha>16</cha>
		<skill>Stealth +4</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> understands Elvish and Umbral but can't speak</languages>
		<cr>2</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>A shadhavar's innate spellcasting ability score is Charisma (spell save DC 13). It can cast the following spells, requiring no components:</text>
			<text>At will: disguise self (as horse or unicorn only)</text>
			<text>2/day: darkness (centered on itself, moves with the shadhavar)</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>A shadhavar's gore attacks are magical.</text>
		</trait>
		<trait>
			<name>Plaintive Melody (3/day)</name>
			<text>As a bonus action, a shadhavar can play a captivating melody through its hollow horn. Creatures within 60 feet that can hear the shadhavar must make a successful DC 13 Wisdom saving throw or be charmed until the start of the shadhavar's next turn. A creature charmed in this way is incapacitated, its speed is reduced to 0, and a shadhavar has advantage on attack rolls against it.</text>
		</trait>
		<trait>
			<name>Shadesight</name>
			<text>A shadhavar's darkvision functions in magical darkness.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A shadhavar makes one gore attack and one hooves attack.</text>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</text>
			<attack>Gore|4|1d8+2</attack>
		</action>
		<action>
			<name>Hooves</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 12 (3d6 + 2) bludgeoning damage.</text>
			<attack>Hooves|4|3d6+2</attack>
		</action>
	</monster>
	<monster>
		<name>Shadow Beast</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14</ac>
		<hp>135 (18d8+54)</hp>
		<speed>0 ft., fly 40 ft. (hover)</speed>
		<str>20</str>
		<dex>18</dex>
		<con>17</con>
		<int>14</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Dex +7, Con +6</save>
		<skill>Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common, Elvish, Umbral, Void Speech</languages>
		<cr>7</cr>
		<trait>
			<name>Amorphous</name>
			<text>The shadow beast can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The shadow beast can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shadow beast's innate spellcasting ability is Charisma (spell save DC 15). It can innately cast the following spells, requiring no material components:</text>
			<text>3/day each: fear, telekinesis</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The beast has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in sunlight, the shadow beast has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shadow beast makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage.</text>
			<attack>Bite|8|2d8+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) slashing damage.</text>
			<attack>Claw|8|2d10+5</attack>
		</action>
		<action>
			<name>Shadow Push (Recharge 5-6)</name>
			<text>The shadow beast buffets opponents with a gale of animated shadows in a 15-foot cone. Any creatures in the area of effect must succeed on a DC 15 Strength saving throw or be pushed back 10 feet and knocked prone.</text>
		</action>
	</monster>
	<monster>
		<name>Shellycoat</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14 (natural armor)</ac>
		<hp>75 (10d8+30)</hp>
		<speed>30 ft., swim 20 ft.</speed>
		<str>17</str>
		<dex>15</dex>
		<con>16</con>
		<int>13</int>
		<wis>9</wis>
		<cha>7</cha>
		<skill>Perception +1, Stealth +4</skill>
		<conditionImmune>charmed, unconscious</conditionImmune>
		<senses>Darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Giant, Sylvan</languages>
		<cr>2</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The shellycoat can cast the following spells innately, requiring no components:</text>
			<text>1/day each: darkness, fog cloud</text>
			<text>1/day (if in possession of its coat): water breathing</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The shellycoat regains 3 hit points at the start of its turn. If the creature takes acid or fire damage, this trait doesn't function at the start of the monster's next turn. The shellycoat dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<trait>
			<name>Stealthy Observer</name>
			<text>The shellycoat has advantage on Dexterity (Stealth) checks made to hide and any Perception checks that rely on hearing.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>The shellycoat becomes petrified after 5 (2d4) uninterrupted rounds of exposure to direct, natural sunlight.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shellycoat makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Bite|5|1d6+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 15 ft., one target. Hit: 12 (2d8 + 3) slashing damage and the target is grappled (escape DC 13), restrained, and poisoned (DC 13 Strength saving throw negates, lasts while grappled and 1 round after). The shellycoat can shift the position of a grappled creature by up to 15 feet as a bonus action. While it has a creature grappled, the shellycoat can use its claws attack only against the grappled creature.</text>
			<attack>Claws|5|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Shoggoth</name>
		<size>H</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>18 (natural armor)</ac>
		<hp>387 (25d12+225)</hp>
		<speed>50 ft., climb 30 ft., swim 30 ft.</speed>
		<str>26</str>
		<dex>14</dex>
		<con>28</con>
		<int>12</int>
		<wis>16</wis>
		<cha>13</cha>
		<skill>Perception +9</skill>
		<resist>fire, bludgeoning, piercing</resist>
		<immune> cold, thunder, slashing</immune>
		<conditionImmune> blinded, deafened, prone, stunned, unconscious</conditionImmune>
		<senses>darkvision 120 ft., tremorsense 60 ft.</senses>
		<passive>19</passive>
		<languages> Void Speech</languages>
		<cr>19</cr>
		<trait>
			<name>Anaerobic</name>
			<text>A shoggoth doesn't need oxygen to live. It can exist with equal comfort at the bottom of the ocean or in the vacuum of outer space.</text>
		</trait>
		<trait>
			<name>Absorb Flesh</name>
			<text>The body of a creature that dies while grappled by a shoggoth is completely absorbed into the shoggoth's mass. No portion of it remains to be used in raise dead, reincarnate, and comparable spells that require touching the dead person's body.</text>
		</trait>
		<trait>
			<name>Amorphous</name>
			<text>A shoggoth can move through a space as small as 1 foot wide. It must spend 1 extra foot of movement for every foot it moves through a space smaller than itself, but it isn't subject to any other penalties for squeezing.</text>
		</trait>
		<trait>
			<name>Hideous Piping</name>
			<text>The fluting noises made by a shoggoth are otherworldly and mind-shattering. A creature that can hear this cacophony at the start of its turn and is within 120 feet of a shoggoth must succeed on a DC 15 Wisdom saving throw or be confused (as the spell confusion) for 1d4 rounds. Creatures that roll a natural 20 on this saving throw become immune to the Hideous Piping for 24 hours. Otherwise, characters who meet the conditions must repeat the saving throw every round.</text>
		</trait>
		<trait>
			<name>Keen Senses</name>
			<text>A shoggoth has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
		</trait>
		<trait>
			<name>Rolling Charge</name>
			<text>If the shoggoth moves at least 20 feet straight toward a creature and hits it with a slam attack on the same turn, that creature must succeed on a DC 20 Dexterity saving throw or be knocked prone. If the creature is knocked prone, the shoggoth immediately moves into the creature's space as a bonus action and crushes the creature beneath its bulk. The crushed creature can't breathe, is restrained, and takes 11 (2d10) bludgeoning damage at the start of each of the shoggoth's turns. A crushed creature remains in its space and does not move with the shoggoth. A crushed creature can escape by using an action and making a successful DC 19 Strength check. On a success, the creature crawls into an empty space within 5 feet of the shoggoth.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The shoggoth makes 1d4 + 1 slam attacks. Reroll the number of attacks at the start of each of the shoggoth's turns.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +14 to hit, reach 15 ft., one target. Hit: 30 (4d10 + 8) bludgeoning damage, and the target is grappled (escape DC 18) and restrained. The shoggoth can grapple any number of creatures simultaneously, and this has no effect on its number of attacks.</text>
			<attack>Slam|14|4d10+8</attack>
		</action>
	</monster>
	<monster>
		<name>Shroud</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>9 (2d8)</hp>
		<speed>0 ft., fly 30 ft. (hover)</speed>
		<str>4</str>
		<dex>13</dex>
		<con>10</con>
		<int>2</int>
		<wis>10</wis>
		<cha>8</cha>
		<skill>Stealth +3</skill>
		<vulnerable>radiant</vulnerable>
		<resist>acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>necrotic, poison</immune>
		<conditionImmune>exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common</languages>
		<cr>1/8</cr>
		<trait>
			<name>Amorphous</name>
			<text>The shroud can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Shadow Evolution</name>
			<text>Shrouds instantly become shadows once they cause a total of 12 damage. Any damage they've suffered is subtracted from the shadow's total hit points or abilities.</text>
		</trait>
		<trait>
			<name>Shroud Stealth</name>
			<text>When in dim light or darkness, the shroud can take the Hide action as a bonus action.</text>
		</trait>
		<trait>
			<name>Sunlight Weakness</name>
			<text>While in sunlight, the shroud has disadvantage on attack rolls, ability checks, and saving throws.</text>
		</trait>
		<action>
			<name>Strength Drain</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4 + 1) necrotic damage, and the target's Strength score is reduced by one-half that amount. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.</text>
			<attack>Strength Drain|3|1d4+1</attack>
		</action>
	</monster>
	<monster>
		<name>Skein Witch</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>20 (natural armor)</ac>
		<hp>162 (25d8+50)</hp>
		<speed>30 ft., fly 30 ft.</speed>
		<str>6</str>
		<dex>12</dex>
		<con>14</con>
		<int>16</int>
		<wis>20</wis>
		<cha>20</cha>
		<save>Int +8, Wis +10, Cha +10</save>
		<skill>History +8, Insight +15, Perception +15</skill>
		<resist>radiant</resist>
		<immune>fire, lightning, psychic</immune>
		<senses>truesight 60 ft.</senses>
		<passive>25</passive>
		<languages> Celestial, telepathy (100 ft.)</languages>
		<cr>12</cr>
		<trait>
			<name>Bend Fate (3/day)</name>
			<text>If the skein witch fails a saving throw, she may choose to succeed instead and reflect the effect of the failed saving throw onto one enemy within 30 feet. The skein witch still suffers the effect of a successful saving throw, if any. The new target is entitled to a saving throw as if it were the original target of the attack, but with disadvantage.</text>
		</trait>
		<trait>
			<name>Fear All Cards</name>
			<text>If a deck of many things is brought within 30 feet of a skein witch, she emits a psychic wail and disintegrates.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The skein witch has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Misty Step (At Will)</name>
			<text>The skein witch can step between places as a bonus action.</text>
		</trait>
		<trait>
			<name>Sealed Destiny (1/Day)</name>
			<text>The skein witch attunes herself to the threads of the PCs' fates. Ask each player to write down their prediction of how the PC to their left will die, and at what level. Collect the notes without revealing the answers. When one of those PCs dies, reveal the prediction. If the character died in the manner predicted, they fulfill their destiny and are immediately resurrected by the gods as a reward. If they died at or within one level of the prediction, they return to life with some useful insight into the destiny of someone important.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The skein witch makes two Inexorable Thread attacks.</text>
		</action>
		<action>
			<name>Inexorable Threads</name>
			<text>Melee Weapon Attack: +9 to hit, reach 30 ft., one target. Hit: 27 (5d8 + 5) radiant damage, and the target is "one step closer to death." If the target is reduced to 0 hit points, it's treated as if it's already failed one death saving throw. This effect is cumulative; each inexorable threads hit adds one unsuccessful death saving throw. If a character who's been hit three or more times by inexorable threads is reduced to 0 hit points, he or she dies immediately. This effect lasts until the character completes a long rest.</text>
			<attack>Inexorable Threads|9|5d8+5</attack>
		</action>
		<action>
			<name>Bind Fates (1/Day)</name>
			<text>One target within 60 feet of the skein witch must make a DC 18 Wisdom saving throw. On a failed save, the target's fate is bound to one random ally of the target. Any damage or condition the target suffers is inflicted on the individual to which they are bound instead, and vice versa. A creature can be bound to only one other creature at a time. This effect lasts until either of the affected creatures gains a level, or until a heal or heroes' feast lifts this binding.</text>
		</action>
		<action>
			<name>Destiny Distortion Wave (Recharge 5-6)</name>
			<text>The skein witch projects a 60-foot cone of distortion that frays the strands of fate. All targets in the cone take 55 (10d10) force damage, or half damage with a successful DC 18 Wisdom saving throw. In addition, if more than one target that failed its saving throw is affected by a condition, those conditions are randomly redistributed among the targets with failed saving throws.</text>
		</action>
	</monster>
	<monster>
		<name>Sharkjaw Skeleton</name>
		<size>L</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>13 (natural armor)</ac>
		<hp>45 (6d10+12)</hp>
		<speed>30 ft., swim 30 ft.</speed>
		<str>16</str>
		<dex>10</dex>
		<con>15</con>
		<int>6</int>
		<wis>8</wis>
		<cha>4</cha>
		<skill>Perception +1, Stealth +2</skill>
		<vulnerable>bludgeoning</vulnerable>
		<immune>cold, necrotic, poison</immune>
		<conditionImmune>exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft., blindsense 30 ft.</senses>
		<passive>11</passive>
		<languages> understands the languages of its creator but can't speak</languages>
		<cr>1</cr>
		<action>
			<name>Multiattack</name>
			<text>The sharkjaw skeleton makes one bite attack and one claw attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) piercing damage. If the target is a Large or smaller creature, it is grappled (escape DC 13). Until this grapple ends, the sharkjaw skeleton can bite only the grappled creature and has advantage on attack rolls to do so.</text>
			<attack>Bite|5|1d8+3</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</text>
			<attack>Claw|5|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Vine Troll Skeleton</name>
		<size>L</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>16 (natural armor)</ac>
		<hp>119 (14d10+42)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>12</dex>
		<con>16</con>
		<int>6</int>
		<wis>8</wis>
		<cha>5</cha>
		<save>Con +12</save>
		<resist>bludgeoning</resist>
		<immune>poison</immune>
		<conditionImmune>deafened, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>9</cr>
		<trait>
			<name>Regeneration</name>
			<text>The vine troll skeleton regains 5 hit points at the start of its turn if it is within 10 feet of the duskthorn dryad's vines and it hasn't taken acid or fire damage since its previous turn. The skeleton dies only if it starts its turn with 0 hit points and doesn't regenerate, or if the duskthorn dryad who created it dies, or if the troll's heart inside the dryad's or treant's tree is destroyed.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The skeleton makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage.</text>
			<attack>Bite|8|3d10+5</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 18 (3d8 + 5) slashing damage.</text>
			<attack>Claw|8|3d8+5</attack>
		</action>
	</monster>
	<monster>
		<name>Skitterhaunt</name>
		<size>L</size>
		<type>ooze,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>95 (10d10+40)</hp>
		<speed>30 ft.</speed>
		<str>15</str>
		<dex>11</dex>
		<con>19</con>
		<int>1</int>
		<wis>7</wis>
		<cha>1</cha>
		<immune>acid</immune>
		<conditionImmune>blinded, charmed, deafened, exhaustion, frightened, prone</conditionImmune>
		<senses>blindsight 60 ft. (blind beyond this radius)</senses>
		<passive>8</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Broken Shell</name>
			<text>A creature that hits the skitterhaunt with a melee attack while within 5 feet of it takes 5 (1d10) acid damage.</text>
		</trait>
		<trait>
			<name>Infest Vermin</name>
			<text>If the skitterhaunt damages a Medium or smaller beast, it can try to infest it as a bonus action. The damaged creature must succeed on a DC 14 Constitution saving throw against disease or become poisoned until the disease is cured. Every 24 hours that elapse, the target must repeat the saving throw, reducing its hit point maximum by 5 (1d10) on a failure. If the disease reduces its hit point maximum to 0, the skitterhaunt has devoured the creature's insides and the affected becomes a skitterhaunt, retaining its outward shell but replacing its flesh with skitterhaunt ooze.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The skitterhaunt makes two claw attacks and one sting attack.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) slashing damage plus 5 (1d10) acid damage, and the target is grappled (escape DC 12). The skitterhaunt has two claws, each of which can grapple one target.</text>
			<attack>Claw|4|1d8+2</attack>
		</action>
		<action>
			<name>Sting</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) acid damage.</text>
			<attack>Sting|4|1d10+2</attack>
		</action>
		<action>
			<name>Acid Spray (Recharge 6)</name>
			<text>The skitterhaunt spits acid in a line 30 feet long and 5 feet wide. Each creature in that line takes 18 (4d8) acid damage, or half damage with a successful DC 14 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Slow Storm</name>
		<size>H</size>
		<type>elemental,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>19</ac>
		<hp>225 (18d12+108)</hp>
		<speed>0 ft., fly 60 ft. (hover)</speed>
		<str>20</str>
		<dex>19</dex>
		<con>22</con>
		<int>11</int>
		<wis>16</wis>
		<cha>11</cha>
		<save>Dex +9, Con +11</save>
		<resist>acid, cold, fire</resist>
		<immune>lightning</immune>
		<conditionImmune>prone</conditionImmune>
		<senses>blindsight 30 ft., darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> Common, Primordial</languages>
		<cr>15</cr>
		<trait>
			<name>Bone Wrack</name>
			<text>When hit by the slow storm's slam or breath weapon attack, the storm absorbs moisture from the living creatures' joints, causing stiffness and pain. In addition to 1d4 Dexterity drain, any creature caught within the slow storm's breath weapon that fails another DC 18 Constitution save suffers crushing pain in bones and joints. Any round in which the pained creature moves, it takes 1d4 necrotic damage per 5 feet moved. Bone wracking pain lasts until the affected creature regains at least 1 point of lost Dexterity.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The slow storm's innate spellcasting ability is Wisdom (spell save DC 16). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: lightning bolt</text>
			<text>3/day: chain lightning</text>
		</trait>
		<trait>
			<name>Storm Form</name>
			<text>A creature that enters or starts its turn inside the slow storm's whirlwind takes 9 (2d8) force damage. A creature can take this damage just once per round. In addition, ranged missile weapon attacks against the slow storm have disadvantage because of the high-speed wind.</text>
		</trait>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 31 (4d12 + 5) bludgeoning damage plus 9 (2d8) piercing damage.</text>
			<attack>Slam|10|4d12+5</attack>
		</action>
		<action>
			<name>Static Shock (Recharge 5-6)</name>
			<text>The slow storm exhales its electrical power in a 30-foot cone. Targets in the area of effect take 54 (12d8) lightning damage, 1d4 Dexterity loss, and suffer bone wrack. A successful DC 18 Constitution saving throw halves the Dexterity loss and prevents the bone wrack.</text>
		</action>
	</monster>
	<monster>
		<name>Swamp Adder</name>
		<size>S</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13</ac>
		<hp>18 (4d6+4)</hp>
		<speed>30 ft.</speed>
		<str>4</str>
		<dex>16</dex>
		<con>12</con>
		<int>1</int>
		<wis>10</wis>
		<cha>4</cha>
		<senses>blindsight 10 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Swamp Camouflage</name>
			<text>The swamp adder has advantage on Dexterity (Stealth) checks while in swamp terrain.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must make a successful DC 11 saving throw or become poisoned. While poisoned this way, the target is paralyzed and takes 3(1d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.</text>
			<attack>Bite|5|1d6</attack>
		</action>
	</monster>
	<monster>
		<name>Zanskaran Viper</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>38 (4d10+16)</hp>
		<speed>30 ft., climb 10 ft., swim 30 ft.</speed>
		<str>12</str>
		<dex>11</dex>
		<con>18</con>
		<int>2</int>
		<wis>13</wis>
		<cha>2</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>1</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) piercing damage, and the target must make a successful DC 14 Constitution saving throw or become poisoned. While poisoned this way, the target is blind and takes 7 (2d6) poison damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself with a success.</text>
			<attack>Bite|3|2d8+1</attack>
		</action>
	</monster>
	<monster>
		<name>Son Of Fenris</name>
		<size>H</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>175 (14d12+84)</hp>
		<speed>60 ft., burrow 15 ft. (30 ft. in ice or snow)</speed>
		<str>26</str>
		<dex>16</dex>
		<con>23</con>
		<int>16</int>
		<wis>18</wis>
		<cha>14</cha>
		<save>Dex +7, Con +10, Wis +8</save>
		<skill>Arcana +7, Intimidation +6, Religion +12</skill>
		<resist>psychic, radiant</resist>
		<immune>cold, lightning, poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>truesight 60 ft., tremorsense 100 ft.</senses>
		<passive>14</passive>
		<languages> Common, Celestial, Draconic, Elvish, Dwarvish, Giant, Infernal, telepathy 60 ft.</languages>
		<cr>12</cr>
		<trait>
			<name>Keen Hearing and Smell</name>
			<text>The son of Fenris has advantage on Wisdom (Perception) checks that rely on hearing or smell.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The son of Fenris' weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The son of Fenris is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). It requires no material components to cast its spells. It has the following cleric spells prepared:</text>
			<text>Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy</text>
			<text>1st level (4 slots): bane, command, guiding bolt, sanctuary</text>
			<text>2nd level (3 slots): blindness/deafness, hold person, silence</text>
			<text>3rd level (3 slots): animate dead, bestow curse, dispel magic</text>
			<text>4th level (3 slots): banishment, death ward, locate creature</text>
			<text>5th level (2 slots): contagion, scrying</text>
			<text>6th level (1 slot): harm</text>
			<text>7th level (1 slot): plane shift</text>
			<text>8th level (1 slot): earthquake</text>
		</trait>
		<trait>
			<name>Trampling Charge</name>
			<text>If the son of Fenris moves at least 20 feet straight toward a creature and hits it with a slam attack on that turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If it is knocked prone, the son of Fenris can make another slam attack against it as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The son of Fenris makes one bite attack and one slam attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 19 (2d10 + 8) piercing damage plus 5 (1d10) poison damage, and the target is grappled (escape DC 18). If the target was already grappled, it is swallowed instead. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects from outside the son of Fenris, and it takes 28 (8d6) acid damage at the start of each of the son of Fenris's turns. It can swallow only one creature at a time. If it takes 45 damage or more on a single turn from the swallowed creature, it must succeed on a DC 17 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of the son of Fenris. If the son of Fenris dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.</text>
			<attack>Bite|12|2d10+8</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 19 (2d10 + 8) bludgeoning damage.</text>
			<attack>Slam|12|2d10+8</attack>
		</action>
		<action>
			<name>Acid Breath (Recharge 5-6)</name>
			<text>The son of Fenris exhales acid in a 60-foot line that is 10 feet wide. Each creature in the line takes 45 (10d8) acid damage, or half damage with a successful DC 18 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Soul Eater</name>
		<size>M</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16</ac>
		<hp>104 (16d8+32)</hp>
		<speed>30 ft., fly 100 ft.</speed>
		<str>13</str>
		<dex>22</dex>
		<con>14</con>
		<int>12</int>
		<wis>11</wis>
		<cha>11</cha>
		<save>Dex +9, Con +5, Cha +3</save>
		<skill>Intimidation +3, Perception +3, Stealth +9</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>paralyzed, poisoned, stunned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Infernal</languages>
		<cr>7</cr>
		<trait>
			<name>Caster Link</name>
			<text>When a soul eater is summoned, it creates a mental link between itself and its conjurer. If the soul eater's assigned target (see Find Target ability, below) dies before the soul eater can drain the target's soul, or if the soul eater is defeated by its target (but not slain), it returns to its conjurer at full speed and attacks. While the soul eater and the conjurer share the same plane, it can use its Find Target ability to locate its conjurer.</text>
		</trait>
		<trait>
			<name>Find Target</name>
			<text>When a soul eater's conjurer orders it to find a creature, it can do so unerringly, despite the distance or intervening obstacles, provided the target is on the same plane of existence. The conjurer must have seen the desired target and must speak the target's name.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The soul eater makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 6) slashing damage plus 7 (2d6) psychic damage, or half as much psychic damage with a successful DC 15 Constitution saving throw.</text>
			<attack>Claw|9|2d6+6</attack>
		</action>
		<action>
			<name>Soul Drain</name>
			<text>If the soul eater reduces a target to 0 hit points, the soul eater can devour that creature's soul as a bonus action. The victim must make a DC 13 Constitution saving throw. Success means the target is dead but can be restored to life by normal means. Failure means the target's soul is consumed by the soul eater and the target can't be restored to life with clone, raise dead, or reincarnation. A resurrection, miracle, or wish spell can return the target to life, but only if the caster succeeds on a DC 15 spellcasting check. If the soul eater is killed within 120 feet of its victim's corpse and the victim has been dead for no longer than 1 minute, the victim's soul returns to the body and restores it to life, leaving the victim unconscious and stable with 0 hit points.</text>
		</action>
	</monster>
	<monster>
		<name>Spark</name>
		<size>T</size>
		<type>elemental,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>84 (13d4+52)</hp>
		<speed>10 ft., fly 60 ft. (hover)</speed>
		<str>4</str>
		<dex>20</dex>
		<con>18</con>
		<int>10</int>
		<wis>12</wis>
		<cha>17</cha>
		<save>Dex +8</save>
		<immune>lightning</immune>
		<resist>acid, fire, force, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<conditionImmune>exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Primordial</languages>
		<cr>7</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The spark's innate casting ability is Charisma (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: shocking grasp</text>
			<text>3/day: lightning bolt</text>
			<text>1/day: call lightning</text>
		</trait>
		<action>
			<name>Inhabit</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: The target must succeed on a DC 14 Charisma saving throw or become dominated by the spark, as the dominate person spell. The spark instantly enters the target's space and merges into the target's physical form. While inhabiting a creature, a spark takes no damage from physical attacks. The target creature receives a +4 bonus to its Dexterity and Charisma scores while it's inhabited. The speech and actions of an inhabited creature are noticeably jerky and erratic to any creature with passive Perception 14 or higher. Each time the spark uses innate spellcasting, the host can attempt another DC 14 Charisma saving throw. A successful save expels the spark, which appears in an unoccupied space within 5 feet of the former host. The inhabiting spark slowly burns out its host's nervous system. The inhabited creature must make a successful DC 15 Constitution saving throw at the end of each 24 hour-period or take 2d6 lightning damage and have its maximum hit points reduced by the same amount. The creature dies if this damage reduces its hit point maximum to 0. The reduction lasts until the inhabited creature completes a long rest after the spark is expelled.</text>
		</action>
	</monster>
	<monster>
		<name>Spectral Guardian</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>14</ac>
		<hp>110 (13d8+52)</hp>
		<speed>0 ft., fly 60 ft. (hover)</speed>
		<str>6</str>
		<dex>18</dex>
		<con>18</con>
		<int>11</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Dex +7, Wis +6</save>
		<resist>acid, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>cold, necrotic, poison</immune>
		<conditionImmune>charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> understands the languages it knew in life but can't speak</languages>
		<cr>6</cr>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The spectral guardian can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Tomb Bound</name>
			<text>The spectral guardian is bound to the area it defends. It can't move more than 100 feet from the place it is bound to protect.</text>
		</trait>
		<trait>
			<name>Withering Miasma</name>
			<text>A creature that starts its turn in the spectral guardian's space must make a successful DC 15 Constitution saving throw or take 18 (4d8) necrotic damage and its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the creature finishes a long rest.</text>
		</trait>
		<trait>
			<name>Variant: Arcane Guardian</name>
			<text>Some spectral guardians were not warriors in life, but powerful magic users. An arcane guardian has a challenge rating of 8 (3,900 XP) and the following added trait: Spellcasting. The arcane guardian is a 9th level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). The guardian knows the following sorcerer spells, which do not require material components:</text>
			<text>Cantrips (at will): acid splash, chill touch, dancing lights,minor illusion, ray of frost</text>
			<text>1st level (4 slots): mage armor, ray of sickness</text>
			<text>2nd level (3 slots): darkness, scorching ray</text>
			<text>3rd level (3 slots): fear, slow, stinking cloud</text>
			<text>4th level (3 slots): blight, ice storm</text>
			<text>5th level (1 slot): cone of cold</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The spectral guardian makes two spectral rend attacks.</text>
		</action>
		<action>
			<name>Spectral Rend</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) necrotic damage. If the target is a creature, it must succeed on a DC 14 Wisdom saving throw or be frightened and have its speed reduced to 0; both effects last until the end of its next turn.</text>
			<attack>Spectral Rend|7|2d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Gypsosphinx</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>171 (18d10+72)</hp>
		<speed>40 ft., fly 70 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>18</con>
		<int>18</int>
		<wis>18</wis>
		<cha>18</cha>
		<skill>Arcana +9, History +9, Perception +9, Religion +9</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>psychic, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>truesight 90 ft.</senses>
		<passive>19</passive>
		<languages> Abyssal, Common, Darakhul, Sphinx</languages>
		<cr>14</cr>
		<trait>
			<name>Inscrutable</name>
			<text>The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it refuses. Wisdom (Insight) checks made to ascertain the sphinx's intentions or sincerity have disadvantage.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The sphinx's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Mystic Sight</name>
			<text>A gypsosphinx sees death coming and can foretell the manner of a person's death. This ability does not come with any urge to share that information. Gypsosphinxes are notorious for hinting, teasing, and even lying about a creature's death ("If we fight, I will kill you and eat your heart. I have seen it," is a favorite bluff).</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The sphinx is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 17, +9 to hit with spell attacks). It requires no material components to cast its spells. The sphinx has the following wizard spells prepared:</text>
			<text>Cantrips: (at will): mage hand, mending, minor illusion, poison spray</text>
			<text>1st level (4 slots): comprehend languages, detect magic, identify</text>
			<text>2nd level (3 slots): blur, darkness, locate object</text>
			<text>3rd level (3 slots): dispel magic, glyph of warding, major image</text>
			<text>4th level (3 slots): blight, greater invisibility</text>
			<text>5th level (1 slot): cloudkill</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sphinx makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 5) piercing damage.</text>
			<attack>Bite|10|3d10+5</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 32 (6d8 + 5) slashing damage.</text>
			<attack>Claws|10|6d8+5</attack>
		</action>
		<action>
			<name>Rake</name>
			<text>If the sphinx succeeds with both claw attacks, it automatically follows up with a rake attack. If the target fails a DC 17 Dexterity check, it is knocked prone and takes 14 (2d8 + 5) slashing damage.</text>
		</action>
		<legendary>
			<name>The sphinx can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. It regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Bite Attack</name>
			<text>The sphinx makes one bite attack.</text>
		</legendary>
		<legendary>
			<name>Teleport (Costs 2 Actions)</name>
			<text>The sphinx magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.</text>
		</legendary>
		<legendary>
			<name>Cast a Spell (Costs 3 Actions)</name>
			<text>The sphinx casts a spell from its list of prepared spells, using a spell slot as normal.</text>
		</legendary>
	</monster>
	<monster>
		<name>Ghostwalk Spider</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>119 (14d10+42)</hp>
		<speed>50 ft., climb 50 ft.</speed>
		<str>15</str>
		<dex>20</dex>
		<con>17</con>
		<int>9</int>
		<wis>14</wis>
		<cha>8</cha>
		<save>Dex +9, Cha +3</save>
		<skill>Perception +6</skill>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> understands Undercommon but can't speak</languages>
		<cr>9</cr>
		<trait>
			<name>Ghostwalk</name>
			<text>As a bonus action, the ghostwalk spider becomes invisible and intangible. Attacking doesn't end this invisibility. While invisible, the ghostwalk spider has advantage on Dexterity (Stealth) checks and gains the following: Damage Resistances acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing damage from nonmagical weapons. Condition Immunities paralyzed, petrified, prone, restrained, stunned. The ghostwalk ends when the spider chooses to end it as a bonus action or when the spider dies</text>
		</trait>
		<trait>
			<name>Incorporeal Movement (During Ghostwalk Only)</name>
			<text>The ghostwalk spider can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Spider Climb</name>
			<text>The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Web Walker</name>
			<text>The spider ignores movement restrictions caused by webbing.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ghostwalk spider makes two bite attacks. It can make a ghostly snare attack in place of one of its bites.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half poison damage with a successful DC 15 Constitution saving throw. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned and paralyzed for 1 hour, even after regaining hit points. While using Ghostwalk, the spider's bite and poison do half damage to targets that aren't affected by Ghostly Snare (see below).</text>
			<attack>Bite|9|2d10+5</attack>
		</action>
		<action>
			<name>Ghostly Snare (During Ghostwalk Only, Recharge 5-6)</name>
			<text>Ranged Weapon Attack: +9 to hit, range 40/160 ft., one target. Hit: The target is restrained by ghostly webbing. While restrained in this way, the target is invisible to all creatures except ghostwalk spiders, and it has resistance to acid, cold, fire, lightning, and thunder damage. A creature restrained by Ghostly Snare can escape by using an action to make a successful DC 14 Strength check, or the webs can be attacked and destroyed (AC 10; hp 5).</text>
		</action>
	</monster>
	<monster>
		<name>J'ba Fofi Spider</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>18 (natural armor)</ac>
		<hp>75 (10d10+20)</hp>
		<speed>40 ft., climb 40 ft.</speed>
		<str>17</str>
		<dex>17</dex>
		<con>15</con>
		<int>4</int>
		<wis>13</wis>
		<cha>6</cha>
		<skill>Stealth +5</skill>
		<senses>blindsight 10 ft., darkvision 60 ft.</senses>
		<passive>11</passive>
		<cr>3</cr>
		<trait>
			<name>Jungle Stealth</name>
			<text>The j'ba fofi spider gains an additional +2 to Stealth (+7 in total) in forest or jungle terrain.</text>
		</trait>
		<trait>
			<name>Camouflaged Webs</name>
			<text>It takes a successful DC 15 Wisdom (Perception) check to spot the j'ba fofi's web. A creature that fails to notice a web and comes into contact with it is restrained by the web. A restrained creature can pull free from the web by using an action and making a successful DC 12 Strength check. The web can be attacked and destroyed (AC 10; hp 5; vulnerable to fire damage; immune to bludgeoning, poison, and psychic damage).</text>
		</trait>
		<trait>
			<name>Spider Climb</name>
			<text>The j'ba fofi can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Spider Symbiosis</name>
			<text>No ordinary spider will attack the j'ba fofi unless magically controlled or the j'ba fofi attacks it first. In addition, every j'ba fofi is accompanied by a swarm of spiders (a variant of the swarm of insects), which moves and attacks according to the j'ba fofi's mental command (commanding the swarm does not require an action by the j'ba fofi).</text>
		</trait>
		<trait>
			<name>Web Sense</name>
			<text>While in contact with a web, the j'ba fofi knows the exact location of any other creature in contact with the same web.</text>
		</trait>
		<trait>
			<name>Web Walker</name>
			<text>The j'ba fofi ignores movement restrictions caused by webbing.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 8 (1d10 + 3) piercing damage plus 22 (5d8) poison damage, or half as much poison damage with a successful DC 12 Constitution saving throw. A target dropped to 0 hit points by this attack is stable but poisoned and paralyzed for 1 hour, even after regaining hit points.</text>
			<attack>Bite|5|1d10+3</attack>
		</action>
	</monster>
	<monster>
		<name>Red-Banded Line Spider</name>
		<size>T</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13</ac>
		<hp>2 (1d4)</hp>
		<speed>30 ft., climb 30 ft.</speed>
		<str>4</str>
		<dex>16</dex>
		<con>10</con>
		<int>1</int>
		<wis>10</wis>
		<cha>2</cha>
		<skill>Perception +2, Stealth +5</skill>
		<immune>psychic</immune>
		<conditionImmune>charmed, frightened</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Spider Climb</name>
			<text>The spider can climb difficult surfaces, including upside down and on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Web Walker</name>
			<text>The spider ignores movement restrictions caused by webbing.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the target must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage and be poisoned until the start of the spider's next turn. The target fails the saving throw automatically and takes an extra 1d6 poison damage if it is bitten by another red-banded line spider while poisoned this way.</text>
			<attack>Bite|5|1d6</attack>
		</action>
		<action>
			<name>Swingline</name>
			<text>Ranged Weapon Attack: +5 to hit, range 60 ft., one target. Hit: the spider immediately moves the full length of the webbing (up to 60 feet) to the target and delivers a bite with advantage. This attack can be used only if the spider is higher than its target and at least 10 feet away.</text>
			<attack>Swingline|5|</attack>
		</action>
	</monster>
	<monster>
		<name>Sand Spider</name>
		<size>L</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>105 (14d10+28)</hp>
		<speed>30 ft., burrow 20 ft.</speed>
		<str>20</str>
		<dex>17</dex>
		<con>14</con>
		<int>4</int>
		<wis>12</wis>
		<cha>4</cha>
		<skill>Perception +4, Stealth +6</skill>
		<senses>darkvision 60 ft., tremorsense 60 ft.</senses>
		<passive>14</passive>
		<languages>-</languages>
		<cr>7</cr>
		<trait>
			<name>Sand Stealth</name>
			<text>The sand spider gains an additional +3 to Stealth (+9 in total) in sand terrain.</text>
		</trait>
		<trait>
			<name>Spider Climb</name>
			<text>The sand spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.</text>
		</trait>
		<trait>
			<name>Ambusher</name>
			<text>The sand spider has advantage on attack rolls against surprised targets.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The sand spider makes two attacks with its impaling legs and one bite attack.</text>
		</action>
		<action>
			<name>Impaling Leg</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage. If the sand spider scores a critical hit with this attack, it rolls damage dice three times instead of twice. If both impaling leg attacks hit the same target, the second hit does an extra 11 (1d12 + 5) piercing damage.</text>
			<attack>Impaling Leg|8|1d12+5</attack>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 16 (2d10 + 5) piercing damage plus 13 (3d8) poison damage, or half as much poison damage with a successful DC 13 Constitution saving throw.</text>
			<attack>Bite|8|2d10+5</attack>
		</action>
		<reaction>
			<name>Trapdoor Ambush</name>
			<text>When a creature walks over a sand spider's hidden burrow, the spider can use its reaction to attack that creature with two impaling leg attacks. The creature is considered a surprised target for both attacks. If one or both attacks hit and the target is a Medium or smaller creature, then the sand spider and the target engage in a Strength contest. If the creature wins, it can immediately move 5 feet away from the sand spider. If the contest results in a tie, the creature is grappled (escape DC 15). If the sand spider wins, the creature is grappled and dragged by the sand spider 30 feet into its lair. If the creature is still grappled at the start of the sand spider's next turn, it becomes restrained instead. The restrained creature can escape by using an action to make a successful DC 15 Strength (Athletics) check.</text>
		</reaction>
	</monster>
	<monster>
		<name>Spider Of Leng</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>144 (17d10+51)</hp>
		<speed>30 ft., climb 20 ft.</speed>
		<str>14</str>
		<dex>16</dex>
		<con>16</con>
		<int>17</int>
		<wis>10</wis>
		<cha>10</cha>
		<save>Dex +6, Con +6, Int +6</save>
		<skill>Athletics +5, Perception +3, Stealth +6</skill>
		<resist>poison</resist>
		<conditionImmune>charmed, poisoned, unconscious</conditionImmune>
		<senses>darkvision 240 ft.</senses>
		<passive>13</passive>
		<languages> Common, Void Speech</languages>
		<cr>7</cr>
		<trait>
			<name>Eldritch Understanding</name>
			<text>A spider of Leng can read and use any scroll.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The spider of Leng's innate spellcasting ability is Intelligence (spell save DC 14, +6 to hit with spell attacks). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: comprehend languages, detect magic, shocking grasp</text>
			<text>3/day each: shield, silence</text>
			<text>1/day each: arcane eye, confusion, hypnotic pattern, stoneskin</text>
		</trait>
		<trait>
			<name>Poisonous Blood</name>
			<text>An attacker who hits a spider of Leng with a melee attack from within 5 feet must make a successful DC 15 Dexterity saving throw or take 7 (2d6) poison damage and be poisoned until the start of its next turn.</text>
		</trait>
		<trait>
			<name>Shocking Riposte</name>
			<text>When a spider of Leng casts shield, it can also make a shocking grasp attack for 9 (2d8) lightning damage against one enemy within 5 feet as part of the same reaction.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A spider of Leng makes two claw attacks, two staff attacks, or one of each.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 14 (2d10 + 3) slashing damage plus 4 (1d8) poison damage.</text>
			<attack>Claw|6|2d10+3</attack>
		</action>
		<action>
			<name>Spit Venom</name>
			<text>Ranged Weapon Attack: +6 to hit, range 60 ft., one target. Hit: 16 (3d8 + 3) poison damage, and the target must make a successful DC 14 Constitution saving throw or be poisoned and blinded until the end of its next turn.</text>
			<attack>Spit Venom|6|3d8+3</attack>
		</action>
		<action>
			<name>Staff of Leng</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage plus 13 (2d12) psychic damage, and the target must make a successful DC 15 Wisdom saving throw or be stunned until the start of the spider's next turn.</text>
			<attack>Staff of Leng|5|2d6+2</attack>
		</action>
		<reaction>
			<name>Ancient Hatred</name>
			<text>When reduced to 0 hp, the spider of Leng makes one final spit venom attack before dying.</text>
		</reaction>
	</monster>
	<monster>
		<name>Spider Thief</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13 (natural armor)</ac>
		<hp>54 (12d6+12)</hp>
		<speed>30 ft., climb 20 ft.</speed>
		<str>10</str>
		<dex>12</dex>
		<con>12</con>
		<int>3</int>
		<wis>10</wis>
		<cha>1</cha>
		<skill>Stealth +3</skill>
		<resist>fire</resist>
		<immune>poison, psychic</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> understands Common but can't speak</languages>
		<cr>2</cr>
		<trait>
			<name>Immutable Form</name>
			<text>The spider thief is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The spider thief has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Wire-Assisted Jump</name>
			<text>If its razor line attack is available, a spider thief can use its movement to leap 20 feet in any direction by launching the wire like a spider's web so that it spears or snags an object, then immediately reeling it back in. It can carry up to 25 lb. of additional weight while moving this way. Moving this way doesn't expend its razor line attack.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The spider thief makes two sickle claw attacks.</text>
		</action>
		<action>
			<name>Sickle Claw</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 10 (2d8 + 1) slashing damage.</text>
			<attack>Sickle Claw|3|2d8+1</attack>
		</action>
		<action>
			<name>Razor Line (Recharge 5-6)</name>
			<text>Melee Weapon Attack: +3 to hit, reach 15 ft., one target. Hit: 3 (1d4 + 1) slashing damage, and the target is grappled (escape DC 10). Instead of moving, the spider thief can retract the razor line and pull itself onto the grappled creature (the spider thief enters and remains in the target's space). The spider thief's sickle claw attacks have advantage against a grappled creature in the same space. If the grappled creature escapes, the spider thief immediately displaces into an unoccupied space within 5 feet.</text>
			<attack>Razor Line (Recharge 5-6)|3|</attack>
		</action>
	</monster>
	<monster>
		<name>Spire Walker</name>
		<size>T</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>38 (11d4+22)</hp>
		<speed>20 ft.</speed>
		<str>3</str>
		<dex>18</dex>
		<con>14</con>
		<int>11</int>
		<wis>10</wis>
		<cha>14</cha>
		<save>Dex +7</save>
		<resist>piercing from nonmagical weapons</resist>
		<immune>lightning, thunder</immune>
		<senses></senses>
		<passive>10</passive>
		<languages> Common, Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Energized Body</name>
			<text>A creature that hits the spire walker with a melee attack using a metal weapon takes 5 (1d10) lightning damage.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The spire walker's innate spellcasting ability is Charisma (spell save DC 12, +4 to hit with spell attacks). The spire walker can innately cast the following spells, requiring no material components:</text>
			<text>At will: produce spark (as the cantrip produce flame, but it does lightning damage)</text>
			<text>3/day each: dancing lights, feather fall, invisibility</text>
			<text>1/day each: faerie fire, thunderwave</text>
		</trait>
		<trait>
			<name>Steeple Step</name>
			<text>The spire walker can use 10 feet of its movement to step magically from its position to the point of a steeple, mast, or other spire-like feature that is in view within 30 feet. The spire walker has advantage on Dexterity (Acrobatics) checks and Dexterity saving throws while it is standing on a steeple or any similar narrow, steep structure or feature.</text>
		</trait>
		<action>
			<name>Lightning Dart</name>
			<text>Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 1 piercing damage plus 9 (2d8) lightning damage. If the attack misses, the target still takes 4 (1d8) lightning damage. Whether the attack hits or misses its intended target, every other creature within 10 feet of the target takes 9 (2d8) lightning damage, or half damage with a successful DC 14 Dexterity saving throw.</text>
			<attack>Lightning Dart|6|2d8</attack>
		</action>
	</monster>
	<monster>
		<name>Star Spawn Of Cthulhu</name>
		<size>L</size>
		<type>fiend,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>187 (15d10+105)</hp>
		<speed>30 ft., swim 30 ft., fly 50 ft.</speed>
		<str>25</str>
		<dex>15</dex>
		<con>24</con>
		<int>30</int>
		<wis>18</wis>
		<cha>23</cha>
		<save>Str +12, Con +12, Int +15, Wis +9</save>
		<skill>Arcana +15, Perception +14</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<immune>cold, fire, lightning, poison, psychic</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 300 ft.</senses>
		<passive>24</passive>
		<languages> Common, Infernal, Void Speech</languages>
		<cr>15</cr>
		<trait>
			<name>Interdimensional Movement</name>
			<text>A star spawn of Cthulhu can use misty step as a bonus action once per round.</text>
		</trait>
		<trait>
			<name>Psychic Tower</name>
			<text>When an attack that causes psychic damage is directed against the spawn, the attack rebounds against the attacker. Resolve the attack as if the attacker were the original target and using the star spawn's ability modifiers and proficiency bonus rather than the original attacker's.</text>
		</trait>
		<trait>
			<name>Void Traveler</name>
			<text>The star spawn of Cthulhu requires no air, warmth, ambient pressure, food, or water, enabling it to travel safely through interstellar space and similar voids.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The star spawn can use disintegrating gaze if it's available, and also make one claws attack and one dimensional stomp attack.</text>
		</action>
		<action>
			<name>Crushing Claws</name>
			<text>Melee Weapon Attack. +12 to hit, reach 10 ft., one target. Hit: 20 (2d12 + 7) bludgeoning damage plus 13 (3d8) necrotic damage.</text>
		</action>
		<action>
			<name>Disintegrating Gaze (Recharge 5-6)</name>
			<text>Ranged Spell Attack: +15 to hit, range 60 ft., one target in line of sight. Hit: 32 (5d12) necrotic damage, and the target must make a successful DC 20 Constitution saving throw or dissipate into vapor as if affected by a gaseous form spell. An affected creature repeats the saving throw at the end of each of its turns; on a success, the effect ends on that creature, but on a failure, the creature takes another 32 (5d12) necrotic damage and remains gaseous. A creature reduced to 0 hit points by this necrotic damage is permanently disintegrated and can be restored only by a wish or comparable magic that doesn't require some portion of a corpse to work.</text>
			<attack>Disintegrating Gaze (Recharge 5-6)|15|</attack>
		</action>
		<action>
			<name>Dimensional Stomp</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 18 (2d20 + 7) bludgeoning damage, and the target must make a successful DC 15 Dexterity saving throw or be teleported to a new location as if affected by the dimension door spell. The destination is chosen by the star spawn, but it cannot be in the same space as another object or creature.</text>
			<attack>Dimensional Stomp|12|2d20+7</attack>
		</action>
	</monster>
	<monster>
		<name>Stryx</name>
		<size>T</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13</ac>
		<hp>10 (4d4)</hp>
		<speed>10 ft., fly 60 ft.</speed>
		<str>3</str>
		<dex>17</dex>
		<con>11</con>
		<int>8</int>
		<wis>15</wis>
		<cha>6</cha>
		<skill>Perception +4, Stealth +5</skill>
		<senses>darkvision 120 ft.</senses>
		<passive>14</passive>
		<languages> Common, Elvish</languages>
		<cr>1/8</cr>
		<trait>
			<name>False Appearance</name>
			<text>Until a stryx speaks or opens its mouth, it is indistinguishable from a normal owl.</text>
		</trait>
		<trait>
			<name>Flyby</name>
			<text>The stryx doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The stryx's innate spellcasting ability is Wisdom. It can cast the following spell, requiring no components:</text>
			<text>3/day: comprehend languages</text>
		</trait>
		<trait>
			<name>Keen Hearing and Sight</name>
			<text>The stryx has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
		</trait>
		<action>
			<name>Talons</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1 slashing damage.</text>
			<attack>Talons|5|1</attack>
		</action>
	</monster>
	<monster>
		<name>Stuhac</name>
		<size>M</size>
		<type>fiend,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>190 (20d8+100)</hp>
		<speed>40 ft., climb 40 ft.</speed>
		<str>22</str>
		<dex>18</dex>
		<con>20</con>
		<int>12</int>
		<wis>16</wis>
		<cha>15</cha>
		<save>Str +11, Dex +9, Con +10, Cha +7</save>
		<skill>Deception +12</skill>
		<resist>acid, fire; bludgeoning and piercing from nonmagical weapons</resist>
		<immune>cold, poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Infernal; telepathy 100 ft.</languages>
		<cr>13</cr>
		<trait>
			<name>Mountain Stride</name>
			<text>Mountain slopes and stone outcroppings pose no obstacle to a stuhac's movement. In mountainous areas, it scrambles through difficult terrain without hindrance.</text>
		</trait>
		<trait>
			<name>Powerful Leap</name>
			<text>The stuhac can jump three times the normal distance: 66 feet horizontally or 27 feet vertically with a running start, or half those distances from a stationary start.</text>
		</trait>
		<trait>
			<name>Shapechanger</name>
			<text>The stuhac can use its action to polymorph into one of two forms: that of an elderly humanoid male, and its natural form. It cannot alter either form's appearance or capabilities using this ability, and damage sustained in one form transfers to the other form.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The stuhac makes two claw attacks and one bite attack, or two claw attacks and one hobble.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 20 (4d6 + 6) piercing damage.</text>
			<attack>Bite|11|4d6+6</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 29 (5d8 + 6) slashing damage.</text>
			<attack>Claw|11|5d8+6</attack>
		</action>
		<action>
			<name>Hobble</name>
			<text>A stuhac can cripple a creature by telekinetically tearing its tendons and ligaments. A stuhac can target one creature within 100 feet. The target must make a successful DC 16 Constitution saving throw or take 13 (3d8) force damage and its speed is reduced by 20 feet. Magical movement (flight, teleportation, etc.) is unaffected. This damage can only be cured through magical healing, not by spending hit dice or resting.</text>
		</action>
	</monster>
	<monster>
		<name>Subek</name>
		<size>L</size>
		<type>humanoid (subek),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>76 (8d10+32)</hp>
		<speed>30 ft., swim 20 ft.</speed>
		<str>19</str>
		<dex>10</dex>
		<con>18</con>
		<int>14</int>
		<wis>13</wis>
		<cha>13</cha>
		<skill>History +5, Investigation +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common</languages>
		<cr>5</cr>
		<trait>
			<name>Hold Breath</name>
			<text>The subek can hold its breath for 15 minutes.</text>
		</trait>
		<trait>
			<name>Flood Fever</name>
			<text>During flood season, the subek is overcome with bloodthirsty malice. Its alignment shifts to chaotic evil, it gains the Blood Frenzy trait, and it loses the capacity to speak Common and its bonuses to History and Investigation.</text>
		</trait>
		<trait>
			<name>Blood Frenzy</name>
			<text>The subek has advantage on melee attack rolls against any creature that doesn't have all its hit points.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The subek makes one bite attack and one claws attack. If both attacks hit the same target, the subek can make a thrash attack as a bonus action against that target.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.</text>
			<attack>Bite|7|2d6+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) slashing damage.</text>
			<attack>Claws|7|4d8+4</attack>
		</action>
		<action>
			<name>Thrash</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d10) slashing damage.</text>
			<attack>Thrash|7|2d10</attack>
		</action>
	</monster>
	<monster>
		<name>Suturefly</name>
		<size>T</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14</ac>
		<hp>7 (3d4)</hp>
		<speed>10 ft., fly 40 ft. (hover)</speed>
		<str>1</str>
		<dex>19</dex>
		<con>10</con>
		<int>1</int>
		<wis>12</wis>
		<cha>4</cha>
		<skill>Stealth +6</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Camouflage</name>
			<text>A suturefly in forest surroundings has advantage on Dexterity (Stealth) checks.</text>
		</trait>
		<trait>
			<name>Detect Blasphemy</name>
			<text>The most common variety of suturefly attacks any creature that blasphemes aloud, which it can detect at a range of 100 feet unless the blasphemer makes a successful DC 13 Charisma saving throw.</text>
		</trait>
		<action>
			<name>Sew</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1 piercing damage, and the suturefly sews the target's mouth, nose, or eye closed. With supernatural speed, the suturefly repeatedly pierces the target's face, each time threading a loop of the target's own skin through the previous hole. These skin loops rapidly blacken, shrink, and draw the orifice tightly closed. It takes two actions and a sharp blade to sever the loops and reopen the orifice, and the process causes intense pain and 2 slashing damage. A victim whose mouth and nose have been sewn shut begins suffocating at the start of his or her next turn.</text>
			<attack>Sew|6|1</attack>
		</action>
	</monster>
	<monster>
		<name>Fire Dancer Swarm</name>
		<size>M</size>
		<type>swarm of Tiny elementals,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>15</ac>
		<hp>90 (12d8+36)</hp>
		<speed>30 ft., fly 30 ft. (hover)</speed>
		<str>10</str>
		<dex>20</dex>
		<con>16</con>
		<int>6</int>
		<wis>10</wis>
		<cha>7</cha>
		<resist>bludgeoning, piercing, and slashing</resist>
		<immune>fire, poison</immune>
		<conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Ignan</languages>
		<cr>7</cr>
		<trait>
			<name>Fire Form</name>
			<text>A creature that touches the swarm or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the first time the swarm enters a creature's space on a turn, that creature takes 5 (1d10) fire damage and catches fire; until someone uses an action to douse the fire, the creature takes 5 (1d10) fire damage at the start of each of its turns.</text>
		</trait>
		<trait>
			<name>Illumination</name>
			<text>The swarm sheds bright light in a 30-foot radius and dim light to an additional 30 feet.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny creature. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<trait>
			<name>Water Susceptibility</name>
			<text>For every 5 feet the swarm moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.</text>
		</trait>
		<action>
			<name>Swarm</name>
			<text>Melee Weapon Attack: +8 to hit, reach 0 ft., one target in the swarm's space. Hit: 21 (6d6) fire damage, or 10 (3d6) fire damage if the swarm has half or fewer hit points.</text>
			<attack>Swarm|8|6d6</attack>
		</action>
	</monster>
	<monster>
		<name>Manabane Scarab Swarm</name>
		<size>M</size>
		<type>swarm of Tiny beasts,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>75 (10d8+30)</hp>
		<speed>20 ft., burrow 5 ft., climb 20ft.</speed>
		<str>3</str>
		<dex>16</dex>
		<con>16</con>
		<int>1</int>
		<wis>13</wis>
		<cha>2</cha>
		<skill>Perception +3, Stealth +5</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 30 ft., tremorsense 30 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<trait>
			<name>Magic Immunity</name>
			<text>The manabane scarab swarm is immune to spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Scent Magic</name>
			<text>The manabane scarab swarm can detect the presence of magical creatures, active spells or spell effects, and magical items within 120 feet.</text>
		</trait>
		<trait>
			<name>Mana Erosion</name>
			<text>The manabane scarab swarm consumes magic. Unattended magic items in the swarm's space at the end of the swarm's turn have their effects suppressed for 1 minute. Additionally, charged items in the swarm's space lose 1d6 charges at the start of each of the swarm's turns; items with limited uses per day lose one daily use instead, and single-use items such as potions or scrolls are destroyed. Magical effects in the swarm's space are dispelled (as if affected by dispel magic cast with +5 spellcasting ability).</text>
		</trait>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 14 (4d6) piercing damage, or 7 (2d6) piercing damage if the swarm has half of its hit points or fewer. The target must succeed on a DC 15 Dexterity saving throw or one randomly determined magic item in its possession is immediately affected by the Mana Erosion trait. A spellcaster hit by this attack must succeed on a DC 15 Charisma saving throw or one of its lowest-level, unused spell slots is expended.</text>
			<attack>Bites|5|4d6</attack>
		</action>
	</monster>
	<monster>
		<name>Prismatic Beetle Swarm</name>
		<size>M</size>
		<type>swarm of Tiny beasts,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13</ac>
		<hp>38 (7d8+7)</hp>
		<speed>20 ft., burrow 5 ft., fly 30 ft.</speed>
		<str>3</str>
		<dex>16</dex>
		<con>12</con>
		<int>1</int>
		<wis>13</wis>
		<cha>2</cha>
		<skill>Perception +3, Stealth +5</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>blindsight 10 ft., darkvision 30 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>3</cr>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<trait>
			<name>Glittering Carapace</name>
			<text>The glossy, iridescent carapaces of the beetles in the swarm scatter and tint light in a dazzling exhibition of colors. In bright light, a creature within 30 feet that looks at the prismatic beetle swarm must make a successful DC 13 Wisdom saving throw or be blinded until the end of its next turn. If the saving throw fails by 5 or more, the target is also knocked unconscious. Unless it's surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the swarm until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the swarm in the meantime, it must immediately make the saving throw. The saving throw is made with advantage if the swarm of prismatic beetles is in dim light, and this ability has no effect if the swarm is in darkness.</text>
		</trait>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer. The target also takes 10 (4d4) poison damage and becomes euphoric for 1d4 rounds, or takes half as much poison damage and is not euphoric if it makes a successful DC 11 Constitution saving throw. A euphoric creature has disadvantage on saving throws.</text>
			<attack>Bites|5|4d4</attack>
		</action>
	</monster>
	<monster>
		<name>Sluagh Swarm</name>
		<size>M</size>
		<type>swarm of Tiny fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>13</ac>
		<hp>54 (12d8)</hp>
		<speed>30 ft., fly 50 ft.</speed>
		<str>6</str>
		<dex>16</dex>
		<con>11</con>
		<int>6</int>
		<wis>13</wis>
		<cha>10</cha>
		<skill>Stealth +5</skill>
		<vulnerable>fire</vulnerable>
		<resist>cold; bludgeoning, piercing, and slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Sylvan</languages>
		<cr>3</cr>
		<trait>
			<name>Lone Slaughs: An individual sluagh has a challenge rating of 1/8 (25 XP), 2 hit points, and does 3 (1d6) cold damage</name>
			<text>They travel in swarms for a reason.</text>
		</trait>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny fey. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<trait>
			<name>Shadowy Stealth</name>
			<text>While in dim light or darkness, the sluagh swarm can take the Hide action as a bonus action.</text>
		</trait>
		<trait>
			<name>Sunlight Weakness</name>
			<text>While in sunlight, the sluagh swarm has disadvantage on attack rolls, ability checks, and saving throws.</text>
		</trait>
		<action>
			<name>Chilling Touch</name>
			<text>Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 28 (8d6) cold damage or 14 (4d6) cold damage if the swarm has half of its hit points or fewer. The target must make a successful DC 13 Constitution saving throw or be unable to regain hit points. An affected creature repeats the saving throw at the end of its turns, ending the effect on itself with a successful save. The effect can also be ended with a greater restoration spell or comparable magic.</text>
			<attack>Chilling Touch|5|8d6</attack>
		</action>
	</monster>
	<monster>
		<name>Wolf Spirit Swarm</name>
		<size>L</size>
		<type>swarm of Medium undead,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>97 (15d10+15)</hp>
		<speed>50 ft., fly 50 ft. (hover)</speed>
		<str>14</str>
		<dex>16</dex>
		<con>12</con>
		<int>4</int>
		<wis>10</wis>
		<cha>12</cha>
		<save>Str +5, Dex +6</save>
		<skill>Perception +3, Stealth +6</skill>
		<resist>necrotic; bludgeoning, piercing, slashing</resist>
		<immune>cold</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 120 ft.</senses>
		<passive>13</passive>
		<languages> understands Common</languages>
		<cr>6</cr>
		<trait>
			<name>Speed Over Snow</name>
			<text>A swarm of wolf spirits is not affected by difficult terrain caused by snowy or icy conditions.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A wolf spirit swarm uses icy doom, if it's available, and makes 3 bite attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) piercing damage plus 3 (1d6) cold damage. The target is also knocked prone if the attack scored a critical hit.</text>
			<attack>Bite|5|2d4+3</attack>
		</action>
		<action>
			<name>Icy Doom (Recharge 5-6)</name>
			<text>All creatures within 5 feet of the wolf spirit swarm take 22 (4d10) cold damage, or half damage with a successful DC 14 Constitution saving throw. Those that fail the saving throw also gain one level of exhaustion and become frightened until the start of the swarm's next turn.</text>
		</action>
		<action>
			<name>Chilling Howl</name>
			<text>As a bonus action on its first turn of combat, the wolf spirit swarm howls, emitting an unnatural and eerie cacophony that chills the blood. All creatures within 300 feet that hear the howl must make a successful DC 12 Charisma saving throw or be frightened until the start of the swarm's next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Temple Dog</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>good</alignment>
		<ac>15 (natural armor)</ac>
		<hp>97 (15d8+30)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>14</dex>
		<con>15</con>
		<int>8</int>
		<wis>14</wis>
		<cha>10</cha>
		<save>Str +7, Con +5, Int +2, Wis +5</save>
		<skill>Perception +5</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> understands Celestial and Common but can't speak</languages>
		<cr>5</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The temple dog has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Protector's Initiative</name>
			<text>If the temple dog is entering combat against a clear threat to its temple, it has advantage on its initiative roll.</text>
		</trait>
		<trait>
			<name>Rushing Slam</name>
			<text>If the temple dog moves at least 10 feet straight toward a target and then makes a slam attack against that target, it can make an additional slam attack against a second creature within 5 feet of the first target as a bonus action.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 17 (3d8 + 4) piercing damage plus 9 (2d4 + 4) bludgeoning damage, and the target is grappled (escape DC 14). The target must also make a successful DC 15 Constitution saving throw or be stunned until the end of its next turn.</text>
			<attack>Bite|7|3d8+4</attack>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 14 (3d6 + 4) bludgeoning damage, and the target must succeed on a DC 15 Strength saving throw or be knocked prone and pushed 5 feet. The temple dog can immediately enter the position the target was pushed out of, if it chooses to.</text>
			<attack>Slam|7|3d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Thuellai</name>
		<size>H</size>
		<type>elemental,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>17</ac>
		<hp>149 (13d12+65)</hp>
		<speed>0 ft., fly 100 ft. (hover)</speed>
		<str>22</str>
		<dex>24</dex>
		<con>20</con>
		<int>10</int>
		<wis>11</wis>
		<cha>14</cha>
		<save>Int +4, Wis +4, Cha +6</save>
		<skill>Perception +4</skill>
		<resist>lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>poison</immune>
		<vulnerable>fire</vulnerable>
		<conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Dwarvish, Primordial</languages>
		<cr>10</cr>
		<trait>
			<name>Air Mastery</name>
			<text>Airborne creatures have disadvantage on attack rolls against the thuellai.</text>
		</trait>
		<trait>
			<name>Snow Vision</name>
			<text>The thuellai see perfectly well in snowy conditions. It does not suffer Wisdom (Perception) penalties from snow, whiteout, or snow blindness.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The thuellai makes two claw attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 15 (2d8 + 6) slashing damage plus 26 (4d12) cold damage. If the target is wearing metal armor, it must make a successful DC 17 Constitution saving throw or gain one level of exhaustion.</text>
			<attack>Claw|10|2d8+6</attack>
		</action>
		<action>
			<name>Freezing Breath (Recharge 5-6)</name>
			<text>The thuellai exhales an icy blast in a 40-foot cone. Each target in the area takes 39 (6d12) cold damage, or half damage with a successful DC 17 Constitution saving throw.</text>
		</action>
		<action>
			<name>Algid Aura</name>
			<text>All creatures within 10 feet of a thuellai take 7 (2d6) cold damage at the beginning of the thuellai's turn. Spells or magical effects that protect against cold are affected as if by a dispel magic spell (the theullai's effective spellcasting bonus is +5) if a thuellai is within 20 feet of the target at the start of the theullai's turn, and nonmagical flames within 20 feet of the thuellai are extinguished at the start of its turn.</text>
		</action>
		<action>
			<name>Howl of the Maddening Wind (3/day)</name>
			<text>A thuellai's howl can cause creatures to temporarily lose their minds and even to attack themselves or their companions. Each target within 100 feet of the theullai and able to hear the howl must make a successful DC 14 Wisdom saving throw or roll 1d8 and consult the table below at the start of its next turn. An affected creature repeats the saving throw at the end of each of its turns; a success ends the effect on itself, but a failure means it must roll again on the table below at the start of its next turn.</text>
			<text>1 - Act normally</text>
			<text>2-4 - Do nothing but babble incoherently</text>
			<text>5-6 - Do 1d8 damage + Str modifier to self with item in hand</text>
			<text>7-8 - Attack nearest target; select randomly if more than one</text>
		</action>
		<action>
			<name>Blizzard (1/Day)</name>
			<text>The thuellai creates an icy blizzard in the area around it. A 50-foot radius sphere surrounding the theullai fills with icy fog, whirling snow, and driving ice crystals. Vision is lightly obscured, and creatures have disadvantage on Wisdom (Perception) checks that rely on vision or hearing. The ground in the affected area becomes difficult terrain. The effect lasts for 10 minutes and moves with the theullai.</text>
		</action>
	</monster>
	<monster>
		<name>Ancient Titan</name>
		<size>G</size>
		<type>celestial (titan),tome of Beasts</type>
		<alignment>neutral good</alignment>
		<ac>15 (breastplate)</ac>
		<hp>198 (12d20+72)</hp>
		<speed>50 ft.</speed>
		<str>27</str>
		<dex>13</dex>
		<con>22</con>
		<int>16</int>
		<wis>16</wis>
		<cha>20</cha>
		<save>Con +10, Wis +7, Cha +9</save>
		<skill>Athletics +14, Intimidation +9, Perception +7</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 120 ft.</senses>
		<passive>17</passive>
		<languages> Common, Giant, Primordial, Titan, telepathy 120 ft.</languages>
		<cr>12</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The ancient titan has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The ancient titan's spellcasting ability is Charisma (spell save DC 17). The ancient titan can innately cast the following spells, requiring no material components:</text>
			<text>3/day: power word stun</text>
			<text>1/day: power word kill</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ancient titan makes two greatsword attacks or two longbow attacks</text>
		</action>
		<action>
			<name>Greatsword</name>
			<text>Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 38 (8d6 + 8) slashing damage.</text>
			<attack>Greatsword|12|8d6+8</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 150/640 ft., one target. Hit: 19 (4d8 + 1) piercing damage.</text>
			<attack>Longbow|5|4d8+1</attack>
		</action>
		<action>
			<name>Eldritch Singularity (Recharge 5-6)</name>
			<text>The ancient titan opens a momentary rupture in the eldritch source that fuels its words of power. This rupture appears at a spot designated by the titan within 100 feet. Any creature within 60 feet of the spot must make a DC 17 Constitution saving throw. On a failure, the creature takes 28 (8d6) force damage, falls prone, and is pulled 1d6 x 10 feet toward the eldritch singularity, taking an additional 3 (1d6) bludgeoning damage per 10 feet they were dragged. If the saving throw succeeds, the target takes half as much force damage and isn't knocked prone or pulled. The spot where the rupture occurs becomes the center of a 60-foot-radius antimagic field until the end of the ancient titan's next turn. The titan's spells are not affected by this antimagic field.</text>
		</action>
	</monster>
	<monster>
		<name>Degenerate Titan</name>
		<size>H</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>12 (crude armored coat)</ac>
		<hp>161 (14d12+70)</hp>
		<speed>40 ft.</speed>
		<str>24</str>
		<dex>6</dex>
		<con>20</con>
		<int>6</int>
		<wis>9</wis>
		<cha>7</cha>
		<skill>Intimidation +1, Perception +2</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Titan</languages>
		<cr>8</cr>
		<trait>
			<name>Magic Resistance</name>
			<text>The degenerate titan has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The degenerate titan makes two greatclub attacks.</text>
		</action>
		<action>
			<name>Greatclub</name>
			<text>Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage.</text>
			<attack>Greatclub|10|3d8+7</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +10 to hit, range 60/240 ft., one target. Hit: 29 (4d10 + 7) bludgeoning damage.</text>
			<attack>Rock|10|4d10+7</attack>
		</action>
		<action>
			<name>Earthstrike (Recharge 4-6)</name>
			<text>The degenerate titan slams his fists onto the ground, creating a shockwave in a line 60 feet long and 10 feet wide. Each creature in the line takes 35 (10d6) force damage and is flung up 20 feet away from the titan and knocked prone; a successful DC 18 Dexterity saving throw halves the damage and prevents the creature from being flung or knocked prone. A creature that's flung against an unyielding object such as a wall or floor takes 3 (1d6) bludgeoning damage for every 10 feet it was thrown. If it collides with another creature, that creature must succeed on a DC 18 Dexterity saving throw or take the same damage (1d6 bludgeoning per 10 feet) and be knocked prone.</text>
		</action>
		<action>
			<name>Shout of the Void (Recharge 4-6)</name>
			<text>The degenerate titan utters a scream that rends reality in a 30-foot cone. Any ongoing spell or magical effect of 3rd level or lower in the area ends. For every spell or effect of 4th level or higher in the area, the degenerate titan makes a Constitution check against DC (10 + the level of the spell or effect). On a success, the spell or effect ends.</text>
		</action>
	</monster>
	<monster>
		<name>Titanoboa</name>
		<size>G</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>232 (15d20+75)</hp>
		<speed>40 ft., climb 40 ft., swim 40 ft.</speed>
		<str>26</str>
		<dex>10</dex>
		<con>20</con>
		<int>3</int>
		<wis>10</wis>
		<cha>3</cha>
		<save>Dex +5, Wis +5</save>
		<skill>Perception +5</skill>
		<senses>blindsight 10 ft.</senses>
		<passive>15</passive>
		<languages>-</languages>
		<cr>12</cr>
		<trait>
			<name>Slither</name>
			<text>If the titanoboa hasn't eaten a Huge creature in the last 24 hours, it can move through a space as narrow as 10 feet wide without squeezing, or 5 feet while squeezing.</text>
		</trait>
		<trait>
			<name>Sparkling Scales</name>
			<text>The titanoboa's scales refract light in iridescent cascades that are hypnotic to gaze upon. If the titanoboa is in bright light, a creature within 30 feet that looks at it must make a successful DC 17 Wisdom saving throw or be stunned until the end of its next turn. Unless surprised, a creature can avoid the saving throw by choosing to avert its eyes at the start of its turn. A creature that averts its eyes can't see the titanoboa until the start of its next turn, when it can choose to avert its eyes again. If the creature looks at the titanoboa in the meantime, it must immediately make the saving throw.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The titanoboa makes one bite attack and one constrict attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 21 (3d8 + 8) piercing damage. If the target is a Huge or smaller creature, it must succeed on a DC 18 Dexterity saving throw or be swallowed by the titanoboa. A swallowed creature is blinded and restrained, has total cover against attacks and other effects outside the snake, and takes 21 (6d6) acid damage at the start of each of the titanoboa's turns. If the titanoboa takes 30 damage or more on a single turn from a creature inside it, the titanoboa must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the titanoboa. If the titanoboa dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 20 feet of movement, exiting prone.</text>
			<attack>Bite|13|3d8+8</attack>
		</action>
		<action>
			<name>Constrict</name>
			<text>Melee Weapon Attack: +13 to hit, reach 15 ft., one target. Hit: 27 (3d12 + 8) bludgeoning damage, and the target is grappled (escape DC 18). Until this grapple ends, the target is restrained, and the titanoboa can't constrict another target.</text>
			<attack>Constrict|13|3d12+8</attack>
		</action>
	</monster>
	<monster>
		<name>Tophet</name>
		<size>H</size>
		<type>construct,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>184 (16d12+80)</hp>
		<speed>30 ft.</speed>
		<str>24</str>
		<dex>10</dex>
		<con>20</con>
		<int>6</int>
		<wis>10</wis>
		<cha>10</cha>
		<save>Str +10, Con +8, Dex +3</save>
		<skill>Perception +3</skill>
		<resist>necrotic</resist>
		<immune>fire, cold, poison</immune>
		<conditionImmune>exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 200 ft.</senses>
		<passive>13</passive>
		<languages> Common</languages>
		<cr>8</cr>
		<trait>
			<name>Fiery Heart</name>
			<text>A tophet's inner fire can be ignited or doused at will. Its heat is such that all creatures have resistance to cold damage while within 30 feet of the tophet.</text>
		</trait>
		<trait>
			<name>Burning Belly</name>
			<text>Creatures inside a tophet's burning core take 21 (6d6) fire damage at the start of each of the tophet's turns. Escaping from a tophet's belly takes 10 feet of movement and a successful DC 16 Dexterity (Acrobatics) check.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A tophet makes two attacks, no more than one of which can be a gout of flame.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack. +10 to hit, reach 5 ft., one target.</text>
		</action>
		<action>
			<name>Hit: 12 (1d10 + 7) bludgeoning damage</name>
			<text>The target is also knocked inside the tophet's burning belly if the attack scores a critical hit.</text>
		</action>
		<action>
			<name>Gout of Flame</name>
			<text>The tophet targets a point within 100 feet of itself that it can see. All targets within 10 feet of that point take 22 (4d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Tosculi Hive-Queen</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17</ac>
		<hp>157 (15d10+75)</hp>
		<speed>40 ft., fly 60 ft.</speed>
		<str>17</str>
		<dex>24</dex>
		<con>20</con>
		<int>16</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Dex +12, Con +10, Wis +8, Cha +9</save>
		<skill>Perception +8</skill>
		<immune>poison</immune>
		<conditionImmune>charmed, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Common, Deep Speech, Gnoll, Infernal, Tosculi</languages>
		<cr>12</cr>
		<trait>
			<name>Legendary Resistance (3/Day)</name>
			<text>If the hive-queen fails a saving throw, it can choose to succeed instead.</text>
		</trait>
		<trait>
			<name>Hive Mind</name>
			<text>The hive-queen is the psychic nexus for every tosculi in her hive. She is aware of the direction and distance to all members of the hive, can telepathically communicate with them when they are within 20 miles, and can sense what they sense when they are within 1 mile of her. Tosculi from her hive that travel more than 20 miles away instinctively know the direction and distance to the hive and try to return. Hive-queens sometimes dispatch rescue missions to recover separated members of the hive.</text>
		</trait>
		<trait>
			<name>Hive Queen Lair</name>
			<text>On initiative count 20 (losing initiative ties), the hive-queen takes a lair action to cause one of the following effects:</text>
			<text>- The tosculi hive-queen releases a cloud of pheromones that drives the tosculi to fight harder. All tosculi within 60 feet of the hive-queen (including the hive-queen herself) regain 7 (2d6) hit points.</text>
			<text>- A swarm of tiny tosculi offspring crawls from its nest and attacks a creature within 120 feet of the hive-queen, automatically doing 10 (4d4) piercing damage. Then the swarm dies. </text>
			<text>- The ceiling above one creature that the hive-queen can see within 120 feet of her drips sticky resin. The creature must make a successful DC 15 Dexterity saving throw or be encased in rapidly-hardening resin. A creature encased this way is restrained. It can free itself, or another creature within 5 feet can free it, by using an action to make a successful DC 15 Strength check. If the creature is still encased the next time the initiative count reaches 20, the resin hardens, trapping it. The trapped creature can’t move or speak; attack rolls against it have disadvantage because it is encased in resin armor; it automatically fails Strength and Dexterity saving throws; and it has resistance to all damage. The trapped creature is released when the resin is destroyed (AC 10, 20 HP, immune to cold, fire, necrotic, poison, psychic, radiant, and piercing damage). </text>
			<text>The tosculi hive-queen can’t repeat an effect until they have all been used, and she can’t use the same effect two rounds in a row.</text>
		</trait>
		<trait>
			<name>Regional Effects</name>
			<text> The region containing a tosculi hive-queen’s lair is warped by the creature’s presence, which creates one or more of the	following effects:</text>
			<text>- Intelligent creatures within 6 miles suffer frequent headaches. It’s as if they had a constant buzzing inside their heads. </text>
			<text>- Beasts within 6 miles are more irritable and violent than usual and have the Blood Frenzy trait:The beast has advantage on melee attack rolls against a creature that doesn’t have all its hit points. </text>
			<text>If the tosculi hive-queen dies, the buzzing disappears immediately, and the beasts go back to normal within 1d10 days. </text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The hive-queen makes four scimitar attacks.</text>
		</action>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.</text>
			<attack>Scimitar|12|2d6+7</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +12 to hit, reach 5 ft., one creature. Hit: 10 (1d6 + 7) piercing damage, and the target must succeed on a DC 18 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Stinger|12|1d6+7</attack>
		</action>
		<action>
			<name>Glitter Dust</name>
			<text>The hive-queen produces a cloud of glittering golden particles in a 30-foot radius. Each creature that is not a tosculi in the area must succeed on a DC 18 Constitution saving throw or be blinded for 1 minute. A blinded creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
		<action>
			<name>Implant Egg</name>
			<text>The hive-queen implants an egg into an incapacitated creature within 5 feet of her that is neither undead nor a construct. Until the egg hatches or is removed, the creature is poisoned, paralyzed, and does not need to eat or drink. The egg hatches in 1d6 weeks, and the larval tosculi kills the host creature. The implanted egg can be removed with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease.</text>
		</action>
		<legendary>
			<name>The hive-queen can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. The hive.queen regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Flight</name>
			<text>The hive-queen flies up to half its flying speed.</text>
		</legendary>
		<legendary>
			<name>Stinger Attack</name>
			<text>The hive-queen makes one stinger attack.</text>
		</legendary>
		<legendary>
			<name>Glitter Dust (Costs 2 Actions)</name>
			<text>The hive-queen uses Glitter Dust.</text>
		</legendary>
	</monster>
	<monster>
		<name>Tosculi Warrior</name>
		<size>S</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15</ac>
		<hp>58 (9d6+27)</hp>
		<speed>20 ft., fly 60 ft.</speed>
		<str>12</str>
		<dex>20</dex>
		<con>16</con>
		<int>10</int>
		<wis>12</wis>
		<cha>12</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Tosculi</languages>
		<cr>2</cr>
		<trait>
			<name>Skittering</name>
			<text>Up to two tosculi can share the same space at one time. The tosculi has advantage on attack rolls while sharing its space with another tosculi that isn't incapacitated.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The tosculi warrior makes one bite attack, one claws attack, and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage.</text>
			<attack>Bite|7|1d4+5</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (2d4 + 5) slashing damage.</text>
			<attack>Claws|7|2d4+5</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one creature. Hit: 7 (1d4 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw against poison or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Stinger|7|1d4+5</attack>
		</action>
		<action>
			<name>Prepare Host</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one paralyzed creature. Hit: 10 (2d4 + 5) piercing damage, and the target is paralyzed for 8 hours. The paralysis can be ended with a successful DC 20 Wisdom (Medicine) check or by a spell or magical effect that cures disease. (Because only paralyzed creatures can be targeted, a hit by this attack is automatically a critical hit; bonus damage is included in the damage listing.)</text>
			<attack>Prepare Host|7|2d4+5</attack>
		</action>
	</monster>
	<monster>
		<name>Tosculi Drone</name>
		<size>S</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>13</ac>
		<hp>22 (4d6+8)</hp>
		<speed>20 ft.</speed>
		<str>8</str>
		<dex>16</dex>
		<con>14</con>
		<int>8</int>
		<wis>12</wis>
		<cha>4</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Tosculi</languages>
		<cr>1/2</cr>
		<trait>
			<name>Gliding Wings</name>
			<text>The tosculi drone can use its wings to slowly descend when falling (as if under the effect of the feather fall spell). It can move up to 5 feet horizontally for every foot it falls. The tosculi drone can't gain height with these wings alone. If subjected to a strong wind or lift of any kind, it can use the updraft to glide farther.</text>
		</trait>
		<trait>
			<name>Skittering</name>
			<text>Up to two tosculi can share the same space at one time. The tosculi has advantage on melee attack rolls while sharing its space with another tosculi that isn't incapacitated.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage.</text>
			<attack>Claws|5|2d4+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>Light Crossbow|5|1d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Tosculi Elite Bow Raider</name>
		<size>M</size>
		<type>humanoid (tosculi),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>97 (13d8+39)</hp>
		<speed>30 ft., fly 60 ft.</speed>
		<str>14</str>
		<dex>18</dex>
		<con>17</con>
		<int>12</int>
		<wis>14</wis>
		<cha>12</cha>
		<skill>Perception +6, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>16</passive>
		<languages> Gnoll, Infernal, Tosculi</languages>
		<cr>5</cr>
		<trait>
			<name>Deadly Precision</name>
			<text>The tosculi elite bow raider's ranged attacks do an extra 9 (2d8) damage (included below).</text>
		</trait>
		<trait>
			<name>Evasive</name>
			<text>Ranged weapon attacks against the tosculi elite bow raider have disadvantage.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The tosculi elite bow raider has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Skirmisher</name>
			<text>The tosculi elite bow raider can Dash as a bonus action.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The tosculi elite bow raider makes two longbow attacks or two claws attacks.</text>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Claws|7|1d6+4</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +7 to hit, range 150/600 ft., one target. Hit: 17 (3d8 + 4) piercing damage.</text>
			<attack>Longbow|7|3d8+4</attack>
		</action>
	</monster>
	<monster>
		<name>Treacle</name>
		<size>T</size>
		<type>ooze,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13 (natural armor)</ac>
		<hp>22 (4d4+12)</hp>
		<speed>15 ft., climb 10 ft.</speed>
		<str>4</str>
		<dex>6</dex>
		<con>17</con>
		<int>1</int>
		<wis>1</wis>
		<cha>10</cha>
		<skill>Deception +4</skill>
		<senses>blindsight 60 ft.</senses>
		<passive>10</passive>
		<languages>-</languages>
		<cr>1/4</cr>
		<trait>
			<name>Amorphous</name>
			<text>The treacle can move through a space as narrow as 1 inch wide without squeezing.</text>
		</trait>
		<trait>
			<name>Charming Presence</name>
			<text>The treacle has an uncanny ability to sense and to play off of another creature's emotions. It uses Charisma (Deception) to oppose Wisdom (Insight or Perception) skill checks made to see through its ruse, and it has advantage on its check.</text>
		</trait>
		<action>
			<name>Reshape</name>
			<text>The treacle assumes the shape of any tiny creature or object. A reshaped treacle gains the movement of its new form but no other special qualities.</text>
		</action>
		<action>
			<name>Blood Drain (1/hour)</name>
			<text>A treacle touching the skin of a warm.blooded creature inflicts 4 (1d8) necrotic damage per hour of contact, and the victim's maximum hit points are reduced by the same number. Blood is drained so slowly that the victim doesn't notice the damage unless he or she breaks contact with the treacle (sets it down or hands it to someone else, for example). When contact is broken, the victim notices blood on his or her skin or clothes with a successful DC 13 Wisdom (Perception) check.</text>
		</action>
	</monster>
	<monster>
		<name>Weeping Treant</name>
		<size>H</size>
		<type>plant,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>17 (natural armor)</ac>
		<hp>105 (10d12+40)</hp>
		<speed>30 ft.</speed>
		<str>21</str>
		<dex>8</dex>
		<con>20</con>
		<int>12</int>
		<wis>16</wis>
		<cha>11</cha>
		<resist>bludgeoning and piercing</resist>
		<vulnerable>fire</vulnerable>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Druidic, Elvish, Sylvan</languages>
		<cr>6</cr>
		<trait>
			<name>Siege Monster</name>
			<text>The treant deals double damage to objects and structures.</text>
		</trait>
		<trait>
			<name>Treespeech</name>
			<text>A weeping treant can converse with plants, and most plants greet them with a friendly or helpful attitude.</text>
		</trait>
		<trait>
			<name>Acidic Tears</name>
			<text>Thick tears of dark sap stream continuously down the treant’s face and trunk. These tears are highly acidic - anyone who attacks the treant from a range of 5 feet or less must succeed on a DC 15 Dexterity saving throw or take 6 (1d12) acid damage from splashed tears. This acidic matter continues doing 6 (1d12) acid damage at the start of each of the creature's turns until it or an adjacent ally uses an action to wipe off the tears or three rounds elapse.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The treant makes three slam attacks.</text>
		</action>
		<action>
			<name>Slam</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., single target. Hit: 15 (3d6 + 5) bludgeoning damage.</text>
			<attack>Slam|8|3d6+5</attack>
		</action>
		<action>
			<name>Rock</name>
			<text>Ranged Weapon Attack: +8 to hit, range 60/180 ft., one target. Hit: 21 (3d10 + 5) bludgeoning damage.</text>
			<attack>Rock|8|3d10+5</attack>
		</action>
	</monster>
	<monster>
		<name>Lake Troll</name>
		<size>L</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (natural armor)</ac>
		<hp>126 (12d10+60)</hp>
		<speed>20 ft., swim 40 ft.</speed>
		<str>20</str>
		<dex>13</dex>
		<con>20</con>
		<int>8</int>
		<wis>10</wis>
		<cha>6</cha>
		<skill>Perception +3</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Giant</languages>
		<cr>7</cr>
		<trait>
			<name>Amphibious</name>
			<text>The lake troll can breathe air and water.</text>
		</trait>
		<trait>
			<name>Keen Smell</name>
			<text>The lake troll has advantage on Wisdom (Perception) checks that rely on smell.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The lake troll regains 10 hit points at the start of its turn. If the lake troll takes cold or fire damage, it regains only 5 hit points at the start of its next turn; if it takes both cold and fire damage, this trait doesn't function at the start of the lake troll's next turn. The lake troll dies only if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The lake troll makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) slashing damage.</text>
			<attack>Bite|8|1d8+5</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) piercing damage. If the lake troll hits a creature with both claw attacks in the same turn, the target creature must make a successful DC 16 Dexterity saving throw or its weapon (if any) gains a permanent and cumulative -1 penalty to damage rolls. If the penalty reaches -5, the weapon is destroyed. A damaged weapon can be repaired with appropriate artisan's tools during a long rest.</text>
			<attack>Claws|8|2d8+5</attack>
		</action>

	</monster>
	<monster>
		<name>Trollkin Reaver</name>
		<size>M</size>
		<type>humanoid (trollkin),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (hide armor)</ac>
		<hp>82 (11d8+33)</hp>
		<speed>30 ft.</speed>
		<str>19</str>
		<dex>13</dex>
		<con>16</con>
		<int>11</int>
		<wis>12</wis>
		<cha>13</cha>
		<save>Con +5, Wis +3, Cha +3</save>
		<skill>Intimidation +5, Survival +3</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Common, Trollkin</languages>
		<cr>4</cr>
		<trait>
			<name>Regeneration</name>
			<text>The trollkin reaver regains 10 hit points at the start of its turn. This trait doesn't function if the trollkin took acid or fire damage since the end of its previous turn. The trollkin dies if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<trait>
			<name>Thick Hide</name>
			<text>The trollkin reaver's skin is thick and tough, granting it a +1 bonus to AC. This bonus is already factored into the trollkin's AC.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The trollkin raider makes three melee attacks: two with its claws and one with its bite, or two with its battleaxe and one with its handaxe, or it makes two ranged attacks with its handaxes.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage.</text>
			<attack>Bite|6|1d4+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.</text>
			<attack>Claw|6|1d4+4</attack>
		</action>
		<action>
			<name>Battleaxe</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands. Using the battleaxe two-handed prevents using the handaxe.</text>
			<attack>Battleaxe|6|1d8+4</attack>
		</action>
		<action>
			<name>Handaxe</name>
			<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) slashing damage.</text>
			<attack>Handaxe|6|1d6+4</attack>
		</action>
		<action>
			<name>Howl of Battle (Recharge 6)</name>
			<text>Up to three allies who can hear the trollkin reaver and are within 30 feet of it can each make one melee attack as a reaction.</text>
		</action>
	</monster>
	<monster>
		<name>Tusked Skyfish</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>lawful good</alignment>
		<ac>14 (natural armor)</ac>
		<hp>102 (12d10+36)</hp>
		<speed>5 ft., fly 20 ft. (hover)</speed>
		<str>17</str>
		<dex>12</dex>
		<con>17</con>
		<int>3</int>
		<wis>14</wis>
		<cha>10</cha>
		<immune>lightning</immune>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Tendril Curtain</name>
			<text>When the tusked skyfish is flying, its wispy, electrified tendrils dangle beneath it and touch all creatures within 20 feet directly below its space as it moves. Any creatures in the path of its movement take 10 (3d6) lightning damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The tusked skyfish makes one gore attack and one tentacles attack.</text>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) piercing damage.</text>
			<attack>Gore|5|2d8+3</attack>
		</action>
		<action>
			<name>Tentacles</name>
			<text>Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6 + 3) bludgeoning damage plus 10 (3d6) lightning damage. The target is also grappled (escape DC 13). Until this grapple ends, the target is restrained. While grappling the target, the tusked skyfish can't use this attack against other targets. When the tusked skyfish moves, a Medium or smaller target it is grappling moves with it.</text>
			<attack>Tentacles|5|3d6+3</attack>
		</action>
		<action>
			<name>Stench Spray (Recharge 5-6)</name>
			<text>The tusked skyfish sprays foul.smelling liquid in a line 20 feet long and 5 feet wide. Each creature in that line must make a successful DC 13 Constitution saving throw or become poisoned for 1 minute. If the saving throw fails by 5 or more, the creature falls unconscious for the same duration. A poisoned creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
	</monster>
	<monster>
		<name>Uraeus</name>
		<size>T</size>
		<type>celestial,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>40 (9d4+18)</hp>
		<speed>30 ft., fly 60 ft.</speed>
		<str>6</str>
		<dex>15</dex>
		<con>14</con>
		<int>10</int>
		<wis>14</wis>
		<cha>9</cha>
		<skill>Perception +4</skill>
		<resist>fire; bludgeoning, piercing, and slashing damage from nonmagical weapons</resist>
		<immune>poison</immune>
		<conditionImmune>poisoned</conditionImmune>
		<senses>blindsight 10 ft.</senses>
		<passive>14</passive>
		<languages> understands Celestial and Common but can't speak</languages>
		<cr>2</cr>
		<trait>
			<name>Flyby</name>
			<text>The uraeus doesn't provoke opportunity attacks when it flies out of an enemy's reach.</text>
		</trait>
		<trait>
			<name>Ward Bond</name>
			<text>As a bonus action, the uraeus forms a magical bond with a willing creature within 5 feet. Afterward, no matter how great the distance between them, the uraeus knows the distance and direction to its bonded ward and is aware of the creature's general state of health. The bond lasts until the uraeus or the ward dies, or the uraeus ends the bond as an action.</text>
		</trait>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage plus 9 (2d8) poison damage, and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the target takes 9 (2d8) fire damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.</text>
			<attack>Bite|4|1d6+2</attack>
		</action>
		<action>
			<name>Searing Breath (Recharge 5-6)</name>
			<text>The uraeus exhales a 15-foot cone of fire. Creatures in the area take 10 (3d6) fire damage, or half damage with a successful DC 12 Dexterity saving throw.</text>
		</action>
		<reaction>
			<name>Bonded Savior</name>
			<text>When the uraeus' bonded ward takes damage, the uraeus can transfer the damage to itself instead. The uraeus' damage resistance and immunity don't apply to transferred damage.</text>
		</reaction>
	</monster>
	<monster>
		<name>Urochar (Strangling Watcher)</name>
		<size>H</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>19 (natural armor)</ac>
		<hp>256 (19d12+133)</hp>
		<speed>40 ft., climb 20 ft.</speed>
		<str>24</str>
		<dex>15</dex>
		<con>24</con>
		<int>14</int>
		<wis>14</wis>
		<cha>20</cha>
		<save>Dex +8, Con +13, Wis +9, Cha +11</save>
		<skill>Perception +8, Stealth +8</skill>
		<resist>cold, lightning; bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered</resist>
		<immune>thunder</immune>
		<conditionImmune>frightened</conditionImmune>
		<senses>truesight 120 ft.</senses>
		<passive>19</passive>
		<languages> understands Darakhul and Void Speech</languages>
		<cr>17</cr>
		<trait>
			<name>Death Throes</name>
			<text>When a strangling watcher dies, it releases all the fear it consumed in its lifetime in a single, soul-rending wave. All creatures within 60 feet of it must succeed on a DC 19 Charisma saving throw or become frightened. A frightened creature takes 13 (2d12) psychic damage at the start of each of its turns from the centuries of accumulated dread. It can repeat the Charisma saving throw at the end of each of its turns, ending the effect on a success.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The watcher's innate spellcasting ability is Charisma (spell save DC 19). It can cast the following spells, requiring no material components:</text>
			<text>At will: feather fall</text>
			<text>3/day each: blur, meld into stone, phantasmal killer</text>
			<text>1/day each: black tentacles, eyebite, greater invisibility</text>
		</trait>
		<trait>
			<name>Spider Climb</name>
			<text>The watcher can climb any surface, including upside down on ceilings, without making an ability check.</text>
		</trait>
		<trait>
			<name>Squeeze</name>
			<text>Despite their size, strangling watchers have slender, boneless bodies, enabling them to squeeze through passages only a Small-sized creature could fit through, without affecting their movement or combat capabilities.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The watcher makes four attacks with its tentacles.</text>
		</action>
		<action>
			<name>Tentacle</name>
			<text>Melee Weapon Attack: +13 to hit, reach 20 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage, and the target is grappled (escape DC 17). Until this grapple ends, the target is restrained. Each of its four tentacles can grapple one target.</text>
			<attack>Tentacle|13|3d8+7</attack>
		</action>
		<action>
			<name>Paralyzing Gaze (Recharge 5-6)</name>
			<text>The watcher can target one creature within 60 feet with its eerie gaze. The target must succeed on a DC 19 Wisdom saving throw or become paralyzed for 1 minute. The paralyzed target can repeat the saving throw at the end of each of its turns, ending the effect on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to the watcher's gaze for the next 24 hours.</text>
		</action>
		<legendary>
			<name>The urochar can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. The strangling watcher regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Crush Attack</name>
			<text>The urochar crushes one creature grappled by its tentacle. The target takes 25 (4d8 + 7) bludgeoning damage.</text>
		</legendary>
		<legendary>
			<name>Tentacle Attack</name>
			<text>The watcher makes one tentacle attack.</text>
		</legendary>
		<legendary>
			<name>Tentacle Leap (Costs 2 Actions)</name>
			<text>Using a tentacle, the urochar moves up to 20 feet to an unoccupied space adjacent to a wall, ceiling, floor, or other solid surface. This move doesn't trigger reactions. The urochar must have at least one tentacle free (not grappling a creature) to use this action. Grappled creatures move with the urochar.</text>
		</legendary>
	</monster>
	<monster>
		<name>Ushabti</name>
		<size>L</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>18 (natural armor)</ac>
		<hp>105 (10d10+50)</hp>
		<speed>30 ft.</speed>
		<str>21</str>
		<dex>17</dex>
		<con>20</con>
		<int>11</int>
		<wis>19</wis>
		<cha>9</cha>
		<save>Dex +7, Cha +3</save>
		<skill>Arcana +4, History +4, Perception +8</skill>
		<immune>poison; bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Ancient language of DM's choice</languages>
		<cr>9</cr>
		<trait>
			<name>Dynastic Aura</name>
			<text>A creature that starts its turn within 15 feet of the ushabti must make a DC 17 Constitution saving throw, unless the ushabti is incapacitated. On a failed save, the creature has its breath stolen; it takes 9 (2d8) necrotic damage, and until the end of the ushabti's next turn, can't cast spells that require a verbal component or speak louder than a whisper. If a creature's saving throw is successful, the creature is immune to this ushabti's Dynastic Aura for the next 24 hours.</text>
		</trait>
		<trait>
			<name>Healing Leech</name>
			<text>If a creature within 30 feet of the ushabti regains hit points from a spell or a magical effect, the creature gains only half the normal number of hit points and the ushabti gains the other half.</text>
		</trait>
		<trait>
			<name>Immutable Form</name>
			<text>The ushabti is immune to any spell or effect that would alter its form.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The ushabti has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The ushabti's weapon attacks are magical.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ushabti makes one attack with Medjai's scepter and one with its khopesh.</text>
		</action>
		<action>
			<name>Medjai's Scepter</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) bludgeoning damage plus 10 (3d6) poison damage.</text>
			<attack>Medjai's Scepter|9|2d6+5</attack>
		</action>
		<action>
			<name>Khopesh</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Khopesh|9|2d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Vaettir</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>15 (chain shirt)</ac>
		<hp>120 (16d8+48)</hp>
		<speed>30 ft.</speed>
		<str>20</str>
		<dex>14</dex>
		<con>16</con>
		<int>10</int>
		<wis>12</wis>
		<cha>14</cha>
		<save>Dex +4, Con +5, Wis +3, Cha +4</save>
		<immune>necrotic, poison</immune>
		<conditionImmune>charmed, frightened, poisoned</conditionImmune>
		<senses>truesight 30 ft., darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> the languages it knew in life</languages>
		<cr>4</cr>
		<trait>
			<name>Covetous Bond</name>
			<text>Corpse-black vaettir can see the face of any creature holding or carrying any item the vaettir ever claimed as its own. It also detects the direction and distance to items it ever owned, so long as that item is currently owned by another. If the item changes hands, the new owner becomes the target of the vaettir's hunt. Bone-white vaettir see individuals who have offended them. Neither time nor distance affects these abilities, so long as both parties are on the same plane.</text>
		</trait>
		<trait>
			<name>Deathless</name>
			<text>The vaettir is destroyed when reduced to 0 hit points, but it returns to unlife where it fell on the next nightfall with full hit points. It can be killed only by removing its head, burning the corpse, and dumping the ashes in the sea, or by returning it to its burial mound, placing an open pair of scissors on its chest, and driving pins through its feet.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The vaettir's innate spellcasting ability is Charisma (spell save DC 12). It can innately cast the following spells, requiring no material components:</text>
			<text>2/day each: gaseous form, hunter's mark</text>
			<text>1/day each: enlarge/reduce, phantom steed</text>
			<text>1/week each: bestow curse, geas, remove curse</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>Vaettir avoid daylight. A vaettir in direct sunlight has disadvantage on attack rolls and ability checks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The vaettir makes two greataxe attacks or two longbow attacks.</text>
		</action>
		<action>
			<name>Greataxe</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) slashing damage plus 3 (1d6) necrotic damage.</text>
			<attack>Greataxe|7|1d12+5</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) piercing damage.</text>
			<attack>Longbow|4|1d8+2</attack>
		</action>
		<action>
			<name>Corpse Breath (Recharge 5-6)</name>
			<text>The vaettir spews forth a 15.foot cone of putrid gas. Those caught in the area must succeed on a DC 13 Constitution saving throw or become poisoned for 1d4 rounds.</text>
		</action>
		<action>
			<name>Maddening Gaze (1/Day)</name>
			<text>The vaettir can lock eyes with a creature and drive it mad. Any creature within 30 feet of a vaettir that is the focus of its gaze must make a DC 12 Charisma saving throw or become confused (as the spell) for 1d4 rounds. If the save is successful, the target is immune to the effect for 24 hours.</text>
		</action>
	</monster>
	<monster>
		<name>Valkyrie</name>
		<size>M</size>
		<type>celestial,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>16 (chain mail) or 18 (chain mail with shield)</ac>
		<hp>112 (15d8+45)</hp>
		<speed>30 ft., fly 30 ft.</speed>
		<str>18</str>
		<dex>18</dex>
		<con>16</con>
		<int>12</int>
		<wis>19</wis>
		<cha>18</cha>
		<save>Str +12, Dex +12, Con +11, Int +5, Wis +8, Cha +12</save>
		<skill>Perception +8</skill>
		<resist>acid, cold, fire, lightning, thunder</resist>
		<immune>bludgeoning, piercing, and slashing from nonmagical weapons</immune>
		<conditionImmune>frightened</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>18</passive>
		<languages> Common, Dwarvish, Giant, and see Gift of Tongues</languages>
		<cr>11</cr>
		<trait>
			<name>Asgardian Weapons</name>
			<text>The valkyrie's weapon attacks are magical. When she hits with any weapon, it does an extra 11 (2d10) radiant damage (included in attacks listed below).</text>
		</trait>
		<trait>
			<name>Cloak of Doom</name>
			<text>Any living creature that starts its turn within 60 feet of a valkyrie senses her unsettling presence and must succeed on a DC 16 Charisma saving throw or be frightened for 1d4 rounds. Those who succeed are immune to the effect for 24 hours. The valkyrie can suppress this aura at will.</text>
		</trait>
		<trait>
			<name>Gift of Tongues</name>
			<text>Valkyries become fluent in any language they hear spoken for at least 1 minute, and they retain this knowledge forever.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The valkyrie's innate spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: bane, bless, invisibility, sacred flame, spare the dying, speak with animals, thaumaturgy</text>
			<text>5/day each: gentle repose, healing word, warding bond</text>
			<text>3/day each: beacon of hope, mass healing word, revivify</text>
			<text>1/day each: commune, death ward, freedom of movement, geas</text>
		</trait>
		<action>
			<name>Longsword</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 + 4) slashing damage if used with two hands, plus 11 (2d10) radiant damage.</text>
			<attack>Longsword|8|1d8+4</attack>
		</action>
		<action>
			<name>Spear</name>
			<text>Melee or Ranged Weapon Attack: +8 to hit, reach 10 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack, plus 11 (2d10) radiant damage.</text>
			<attack>Spear|8|1d6+4</attack>
		</action>
		<legendary>
			<name>A valkyrie can take 3 legendary actions, choosing from the options below</name>
			<text>Only one option can be used at a time and only at the end of another creature's turn. A valkyrie regains spent legendary actions at the start of her turn.</text>
		</legendary>
		<legendary>
			<name>Cast a Cantrip</name>
			<text>The valkyrie casts one spell from her at-will list.</text>
		</legendary>
		<legendary>
			<name>Spear or Longsword Attack</name>
			<text>The valkyrie makes one longsword or spear attack.</text>
		</legendary>
		<legendary>
			<name>Harvest the Fallen (Costs 2 Actions)</name>
			<text>A valkyrie can take the soul of a newly dead body and bind it into a weapon or shield. Only one soul can be bound to any object. Individuals whose souls are bound can't be raised by any means short of a wish or comparable magic. A valkyrie can likewise release any soul that has been bound by another valkyrie, or transfer a bound soul from one object to another. Once bound, the soul grants the item a +1 bonus for every 4 character levels of the soul (maximum of +3), and this replaces any other magic on the item. At the DM's discretion, part of this bonus can become an appropriate special quality (a fire giant's soul might create a flaming weapon, for example).</text>
		</legendary>
	</monster>
	<monster>
		<name>Umbral Vampire</name>
		<size>M</size>
		<type>fiend,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>14</ac>
		<hp>84 (13d8+26)</hp>
		<speed>0 ft., fly 40 ft. (hover)</speed>
		<str>1</str>
		<dex>18</dex>
		<con>15</con>
		<int>14</int>
		<wis>14</wis>
		<cha>19</cha>
		<save>Dex +7, Cha +7</save>
		<skill>Perception +5, Stealth +7</skill>
		<resist>acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<immune>cold, necrotic, poison</immune>
		<conditionImmune>exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common, Umbral, Void Speech</languages>
		<cr>7</cr>
		<trait>
			<name>Incorporeal Movement</name>
			<text>The umbral vampire can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The umbral vampire's innate spellcasting ability is Charisma (spell save DC 15). The umbral vampire can innately cast the following spells, requiring no material components:</text>
			<text>At will: mirror image, plane shift (plane of shadows only)</text>
			<text>1/day each: bane (when in dim light or darkness only), black tentacles</text>
		</trait>
		<trait>
			<name>Shadow Blend</name>
			<text>When in dim light or darkness, the umbral vampire can Hide as a bonus action, even while being observed.</text>
		</trait>
		<trait>
			<name>Strike from Shadow</name>
			<text>The reach of the umbral vampire's umbral grasp attack increases by 10 feet and its damage increases by 4d6 when both the umbral vampire and the target of the attack are in dim light or darkness and the umbral vampire is hidden from its target.</text>
		</trait>
		<trait>
			<name>Sunlight Sensitivity</name>
			<text>While in direct sunlight, the umbral vampire has disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight.</text>
		</trait>
		<action>
			<name>Umbral Grasp</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 18 (4d6 + 4) cold damage and the target's Strength score is reduced by 1d6. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest. If a non-evil humanoid dies from this attack, a shadow rises from the corpse 1d4 hours later.</text>
			<attack>Umbral Grasp|7|4d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Vapor Lynx</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>127 (15d10+45)</hp>
		<speed>50 ft., climb 30 ft.</speed>
		<str>15</str>
		<dex>18</dex>
		<con>16</con>
		<int>10</int>
		<wis>13</wis>
		<cha>14</cha>
		<skill>Perception +4, Stealth +7</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>14</passive>
		<languages> Common, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The lynx's innate spellcasting ability is Charisma. It can cast the following spell, requiring no material components:</text>
			<text>3/day: gaseous form</text>
		</trait>
		<trait>
			<name>Smoky Constitution</name>
			<text>The vapor lynx spends its time in both gaseous and solid form. Its unique constitution makes it immune to all fog- or gas-related spells and attacks, including its own. A vapor lynx sees clearly through light or heavy obscurement caused by fog, mist, or spells such as fog cloud.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The vapor lynx makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 17 (3d8 + 4) piercing damage.</text>
			<attack>Bite|7|3d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 13 (2d8 + 4) slashing damage.</text>
			<attack>Claw|7|2d8+4</attack>
		</action>
		<action>
			<name>Poison Breath (Recharge 5-6)</name>
			<text>The vapor lynx exhales a 40- foot radius poison fog, which heavily obscures a spherical area around the lynx. Any breathing creature that ends its turn in the fog must make a DC 14 Constitution saving throw or become poisoned for 1d4 + 1 rounds.</text>
		</action>
	</monster>
	<monster>
		<name>Vesiculosa</name>
		<size>G</size>
		<type>plant,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>203 (14d20+56)</hp>
		<speed>0 ft., burrow 5 ft.</speed>
		<str>20</str>
		<dex>10</dex>
		<con>19</con>
		<int>2</int>
		<wis>14</wis>
		<cha>2</cha>
		<skill>Perception +6</skill>
		<resist>fire, bludgeoning, piercing</resist>
		<conditionImmune>charmed, blinded, deafened, frightened, prone</conditionImmune>
		<senses>tremorsense 60 ft.</senses>
		<passive>16</passive>
		<languages>-</languages>
		<cr>11</cr>
		<trait>
			<name>False Appearance</name>
			<text>While the vesiculosa remains motionless, it is indistinguishable from a normal pool of water.</text>
		</trait>
		<trait>
			<name>Rich Sapphire Heartvine</name>
			<text>A vesiculosa's heartvine resembles a lump of sapphire and is highly prized by alchemists (worth 1,000 gp). It can be reached with an hour or two of hard digging.</text>
		</trait>
		<trait>
			<name>Rootlet Swarms</name>
			<text>The vesiculosa is surrounded at all times by four Medium swarms of Tiny rootlets that move as the vesiculosa directs. Each swarm has a speed of 30 feet, can be targeted independently, has 25 hit points, and (unlike the parent plant) quite vulnerable to fire damage. Other than that, they have the same statistics as the vesiculosa's main body. For each swarm that drops to 0 hit points, the vesiculosa loses one of its Entrap attacks. A destroyed swarm regrows in 24 hours.</text>
		</trait>
		<trait>
			<name>Sweet Water</name>
			<text>The vesiculosa's pool emits a sweet fragrance that lures creatures to drink. Creatures that are neither undead nor constructs within 60 feet must succeed on a DC 16 Wisdom saving throw or be compelled to approach the vesiculosa and drink. The water is cool and refreshing but carries a sleeping poison: any creature (other than undead and constructs) that drinks from it regains 1d4 hp and recovers from 1 level of exhaustion, but must succeed on a DC 15 Constitution saving throw against poison or fall unconscious for 1 minute. If the saving throw fails by 5 or more, the creature is unconscious for 1 hour. An unconscious creature wakes up if it takes damage or if another creature uses an action to shake it awake.</text>
		</trait>
		<trait>
			<name>Verdant</name>
			<text>The vesiculosa's sap seeps into the soil, promoting lush vegetation. At any given time, 3d6 beneficial fruits (fruit, nuts, figs, dates) can be found within 30 feet of the vesiculosa. These have the same effect as berries from a goodberry spell, but they retain their potency for one week after being picked or after the vesiculosa is killed.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The vesiculosa uses Entrap 4 times, and uses Reel and Engulf once each. It loses one Entrap attack for each rootlet swarm that's been destroyed.</text>
		</action>
		<action>
			<name>Entrap</name>
			<text>The vesiculosa targets a Large or smaller creature within 5 feet of one of its rootlet swarms. The target takes 10 (4d4) piercing damage and is grappled (escape DC 15), or takes half damage and isn't grappled if it makes a successful DC 17 Dexterity saving throw. Until the grapple ends, the target is restrained, it has disadvantage on Strength checks and Strength saving throws, and that rootlet swarm can't entrap another target.</text>
		</action>
		<action>
			<name>Reel</name>
			<text>Each rootlet swarm that has a creature grappled moves up to 20 feet toward the vesiculosa's main body. Rootlets wander up to 100 feet from the main body.</text>
		</action>
		<action>
			<name>Engulf</name>
			<text>The vesiculosa engulfs all restrained or unconscious creatures within 5 feet of its main body (up to 2 Large, 4 Medium or 8 Small creatures). An engulfed creature is restrained, has total cover against attacks and other effects outside the vesiculosa, and takes 21 (6d6) acid damage at the start of each of the vesiculosa's turns. When the vesiculosa moves, the engulfed creature moves with it. An engulfed creature can try to escape by using an action to make a DC 15 Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the vesiculosa's main body.</text>
		</action>
	</monster>
	<monster>
		<name>Vila</name>
		<size>M</size>
		<type>fey,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>15</ac>
		<hp>77 (14d8+14)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>20</dex>
		<con>13</con>
		<int>11</int>
		<wis>14</wis>
		<cha>16</cha>
		<save>Dex +8, Con +4, Wis +5, Cha +6</save>
		<skill>Animal Handling +8, Insight +5, Intimidation +6, Perception +8, Stealth +8</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>18</passive>
		<languages> Common, Sylvan, telepathy 60 ft. (beasts only)</languages>
		<cr>5</cr>
		<trait>
			<name>Dance of the Luckless (1/Day)</name>
			<text>Vila who dance for one hour create a fairy ring of small gray mushrooms. The ring lasts seven days and has a 50-foot diameter per dancing vila. Non.vila who fall asleep (including magical sleep) inside the ring have disadvantage on skill checks for 24 hours from the time they awaken.</text>
		</trait>
		<trait>
			<name>Forest Quickness</name>
			<text>While in forest surroundings, a vila receives a +4 bonus on initiative checks.</text>
		</trait>
		<trait>
			<name>Forest Meld</name>
			<text>A vila can meld into any tree in her forest for as long as she wishes, similar to the meld into stone spell.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The vila's innate spellcasting ability is Charisma (spell save DC 14). She can innately cast the following spells, requiring no material components:</text>
			<text>3/day: sleep</text>
			<text>1/week: control weather</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>A vila makes two shortsword attacks or two shortbow attacks.</text>
		</action>
		<action>
			<name>+1 Shortsword</name>
			<text>Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 9 (1d6 + 6) piercing damage.</text>
			<attack>+1 Shortsword|9|1d6+6</attack>
		</action>
		<action>
			<name>+1 Shortbow</name>
			<text>Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 9 (1d6 + 6) piercing damage.</text>
			<attack>+1 Shortbow|9|1d6+6</attack>
		</action>
		<action>
			<name>Fascinate (1/Day)</name>
			<text>When the vila sings, all those within 60 feet of her and who can hear her must make a successful DC 14 Charisma saving throw or be stunned for 1d4 rounds. Those who succeed on the saving throw are immune to that vila's singing for 24 hours.</text>
		</action>
		<action>
			<name>Forest Song (1/Day)</name>
			<text>The vila magically calls 2d6 wolves or 2 wampus cats. The called creatures arrive in 1d4 rounds, acting as allies of the vila and obeying its spoken commands. The beasts remain for 1 hour, until the vila dies, or until the vila dismisses them as a bonus action.</text>
		</action>
	</monster>
	<monster>
		<name>Vile Barber</name>
		<size>S</size>
		<type>fey,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>15 (leather armor)</ac>
		<hp>28 (8d6)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>18</dex>
		<con>10</con>
		<int>10</int>
		<wis>8</wis>
		<cha>10</cha>
		<skill>Athletics +3, Stealth +6</skill>
		<resist>bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered or made of cold iron</resist>
		<conditionImmune>frightened</conditionImmune>
		<senses>60 ft.</senses>
		<passive>9</passive>
		<languages> Common, Goblin, Sylvan, Umbral</languages>
		<cr>2</cr>
		<trait>
			<name>Close-in Slasher</name>
			<text>The vile barber has advantage on attack rolls against any creature in the same space with it.</text>
		</trait>
		<trait>
			<name>Inhumanly Quick</name>
			<text>The vile barber can take two bonus actions on its turn, instead of one. Each bonus action must be different; it can't use the same bonus action twice in a single turn.</text>
		</trait>
		<trait>
			<name>Invasive</name>
			<text>The vile barber can enter, move through, or even remain in a hostile creature's space regardless of the creature's size, without penalty.</text>
		</trait>
		<trait>
			<name>Nimble Escape</name>
			<text>As a bonus action, the vile barber can take the Disengage or Hide action on each of its turns.</text>
		</trait>
		<trait>
			<name>Pilfer</name>
			<text>As a bonus action, the vile barber can take the Use an Object action or make a Dexterity (Sleight of Hand) check.</text>
		</trait>
		<trait>
			<name>Shadow Step</name>
			<text>As a bonus action, the vile barber magically teleports from an area of dim light or darkness it currently occupies, along with any equipment it is wearing or carrying, up to 80 feet to any other area of dim light or darkness it can see. The barber then has advantage on the first melee attack it makes before the end of the turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The vile barber makes two attacks with its straight razor.</text>
		</action>
		<action>
			<name>Straight Razor</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) slashing damage.</text>
			<attack>Straight Razor|6|1d4+4</attack>
		</action>
		<action>
			<name>Unclean Cut</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one creature that is grappled by the vile barber, incapacitated, or restrained. Hit: 6 (1d4 + 4) slashing damage plus 7 (2d6) necrotic damage. The creature and all its allies who see this attack must make successful DC 15 Wisdom saving throws or become frightened for 1d4 rounds.</text>
			<attack>Unclean Cut|6|1d4+4</attack>
		</action>
	</monster>
	<monster>
		<name>Vine Lord</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>16 (natural armor)</ac>
		<hp>105 (14d8+42)</hp>
		<speed>30 ft.</speed>
		<str>12</str>
		<dex>20</dex>
		<con>16</con>
		<int>14</int>
		<wis>16</wis>
		<cha>18</cha>
		<save>Con +6, Wis +6, Cha +7</save>
		<vulnerable>fire</vulnerable>
		<conditionImmune>blinded, deafened</conditionImmune>
		<senses>blindsight 30 ft. (blind beyond this radius)</senses>
		<passive>13</passive>
		<languages> Common</languages>
		<cr>7</cr>
		<trait>
			<name>Green Strider</name>
			<text>The vine lord ignores movement restrictions and damage caused by natural undergrowth.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The vine lord has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The vine lord regains 10 hit points at the start of its turn if it has at least 1 hit point and is within its home forest or jungle.</text>
		</trait>
		<trait>
			<name>Root Mind</name>
			<text>Within its home forest or jungle, the vine lord's blindsight extends to 60 ft., it succeeds on all Wisdom (Perception) checks, and it can't be surprised.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The vine lord makes two claw attacks and four tendril attacks. A single creature can't be the target of more than one tendril attack per turn.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 8 (1d6 + 5) slashing damage.</text>
			<attack>Claw|8|1d6+5</attack>
		</action>
		<action>
			<name>Spore Sacs (1/week)</name>
			<text>The vine lord can release seeds from specialized sacs on its tendrils. These seeds sprout into 1d4 green spore pods that reach maturity in 3 days. The pods contain noxious spores that are released when the pod is stepped on, picked, or otherwise tampered with. A humanoid or beast that inhales these spores must succeed on a DC 14 Constitution saving throw against disease or tendrils start growing inside the creature's body. If the disease is not cured within 3 months, the tendrils take over the creature's nervous system and the victim becomes a tendril puppet.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 7 (1d4 + 5) slashing damage plus 3 (1d6) poison damage.</text>
			<attack>Tendril|8|1d4+5</attack>
		</action>
		<action>
			<name>Awaken the Green (1/Day)</name>
			<text>The vine lord magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a treant, except they have Intelligence and Charisma scores of 1, they can't speak, and they have only the Slam action option. An animated tree acts as an ally of the vine lord. The tree remains animate for 1 day or until it dies; until the vine lord dies or is more than 120 feet from the tree; or until the vine lord takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible.</text>
		</action>
	</monster>
	<monster>
		<name>Vine Lord's Tendril Puppet</name>
		<size>M</size>
		<type>plant,tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>13 (studded leather armor)</ac>
		<hp>34 (4d8+16)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>12</dex>
		<con>18</con>
		<int>6</int>
		<wis>6</wis>
		<cha>8</cha>
		<vulnerable>fire</vulnerable>
		<conditionImmune>blinded, deafened</conditionImmune>
		<senses>blindsight 30 ft. (blind beyond this radius)</senses>
		<passive>8</passive>
		<languages>-</languages>
		<cr>2</cr>
		<trait>
			<name>Poor Vision</name>
			<text>Tendril puppets see almost nothing beyond 30 feet away.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The tendril puppet regains 5 hit points at the start of its turn if it has at least 1 hit point and is in jungle terrain.</text>
		</trait>
		<trait>
			<name>Root Mind</name>
			<text>Within a vine lord's forest or jungle, the tendril puppet's blindsight extends to 60 feet, it succeeds on all Wisdom (Perception) checks, and it can't be surprised.</text>
		</trait>
		<trait>
			<name>Green Strider</name>
			<text>The tendril puppet ignores movement restrictions and damage caused by natural undergrowth.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The tendril puppet has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Assegai</name>
			<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d6 + 3) piercing damage, or 7 (1d8 + 3) piercing damage if used with two hands to make a melee attack.</text>
			<attack>Assegai|5|1d6+3</attack>
		</action>
		<action>
			<name>Hurl Thorns</name>
			<text>Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 12 (2d8 + 3) piercing damage, and the thorn explodes in a 10-foot-radius sphere centered on the target. Every creature in the affected area other than the original target takes 4 (1d8) piercing damage, or half damage with a successful DC 13 Dexterity saving throw.</text>
			<attack>Hurl Thorns|5|2d8+3</attack>
		</action>
	</monster>
	<monster>
		<name>Voidling</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16</ac>
		<hp>110 (20d10)</hp>
		<speed>0 ft., fly 50 ft. (hover)</speed>
		<str>15</str>
		<dex>22</dex>
		<con>10</con>
		<int>14</int>
		<wis>16</wis>
		<cha>10</cha>
		<save>Con +4, Int +6, Wis +7, Cha +4</save>
		<skill>Stealth +10</skill>
		<immune>necrotic</immune>
		<conditionImmune>exhaustion, petrified, prone</conditionImmune>
		<senses>truesight 60 ft.</senses>
		<passive>13</passive>
		<languages> telepathy 60 ft.</languages>
		<cr>11</cr>
		<trait>
			<name>Fed by Darkness</name>
			<text>A voidling in magical darkness at the start of its turn heals 5 hit points.</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The voidling has advantage on saving throws against spells and other magical effects except those that cause radiant damage.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The voidling's innate spellcasting ability is Wisdom (spell save DC 15, spell attack bonus +7). It can innately cast the following spells, requiring no material components:</text>
			<text>At will: darkness, detect magic, fear</text>
			<text>3/day each: eldritch blast (3 beams), black tentacles</text>
			<text>1/day each: phantasmal force, reverse gravity</text>
		</trait>
		<trait>
			<name>Natural Invisibility</name>
			<text>A voidling in complete darkness is considered invisible to creatures that rely on normal vision or darkvision.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The voidling makes 4 tendril attacks.</text>
		</action>
		<action>
			<name>Tendril</name>
			<text>Melee Weapon Attack: +10 to hit, reach 10 ft., one target. Hit: 10 (1d8 + 6) slashing damage plus 11 (2d10) necrotic damage.</text>
			<attack>Tendril|10|1d8+6</attack>
		</action>
		<action>
			<name>Necrotic Burst (Recharge 5-6)</name>
			<text>The voidling releases a burst of necrotic energy in a 20-foot radius sphere centered on itself. Those in the area take 35 (10d6) necrotic damage, or half damage with a successful DC 17 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Wampus Cat</name>
		<size>M</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>chaotic neutral</alignment>
		<ac>14</ac>
		<hp>58 (9d8+18)</hp>
		<speed>40 ft., climb 20 ft., swim 20 ft.</speed>
		<str>14</str>
		<dex>18</dex>
		<con>15</con>
		<int>12</int>
		<wis>14</wis>
		<cha>16</cha>
		<skill>Deception +5, Persuasion +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>12</passive>
		<languages> Common</languages>
		<cr>1</cr>
		<trait>
			<name>Focused Animosity</name>
			<text>The wampus cat has advantage on melee attacks against any male she has seen employ divine magic or wield a holy symbol.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The wampus cat's innate spellcasting ability is Charisma (spell save DC 13). She can innately cast the following spells, requiring no material components:</text>
			<text>At will: disguise self (appearance of a female human), mage hand</text>
			<text>2/day: hex</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The wampus cat has advantage on saving throws against spells and other magical effects.</text>
		</trait>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage.</text>
			<attack>Claws|6|2d6+4</attack>
		</action>
		<action>
			<name>Yowl (Recharge 5-6)</name>
			<text>Intelligent creatures within 60 feet of the cat who are able to hear its voice must make a DC 13 Charisma saving throw. Those who fail find the sound of the wampus cat's voice pleasant and alluring, so that the cat has advantage on Charisma checks against them for 1 minute. The affected characters cannot attack the wampus cat during this time unless they are wounded in that time.</text>
		</action>
	</monster>
	<monster>
		<name>Water Leaper</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>97 (13d10+26)</hp>
		<speed>5 ft., fly 50 ft., swim 40 ft.</speed>
		<str>16</str>
		<dex>14</dex>
		<con>15</con>
		<int>4</int>
		<wis>12</wis>
		<cha>5</cha>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Amphibious</name>
			<text>The water leaper can breathe both air and water.</text>
		</trait>
		<trait>
			<name>Camouflage</name>
			<text>The water leaper has advantage on Dexterity (Stealth) checks when underwater.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The water leaper uses its shriek and makes one bite attack and one stinger attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained and the water leaper can't bite another target.</text>
			<attack>Bite|5|2d6+3</attack>
		</action>
		<action>
			<name>Shriek</name>
			<text>The water leaper lets out a blood-curdling shriek. Every creature within 40 feet that can hear the water leaper must make a successful DC 12 Constitution saving throw or be frightened until the start of the water leaper's next turn. A creature that successfully saves against the shriek is immune to the effect for 24 hours.</text>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a successful DC 12 Constitution saving throw or be poisoned for 1 minute. While poisoned in this way, the creature takes 7 (2d6) poison damage at the start of its turn. A poisoned creature repeats the saving throw at the end of its turn, ending the effect on a success.</text>
			<attack>Stinger|5|1d6+3</attack>
		</action>
		<action>
			<name>Swallow</name>
			<text>The water leaper makes a bite attack against a medium or smaller creature it is grappling. If the attack hits, the target is swallowed and the grapple ends. The swallowed target is blinded and restrained, and has total cover against attacks and other effects outside the water leaper. A swallowed target takes 10 (3d6) acid damage at the start of the water leaper's turn. The water leaper can have one creature swallowed at a time. If the water leaper dies, the swallowed creature is no longer restrained and can use 5 feet of movement to crawl, prone, out of the corpse.</text>
		</action>
	</monster>
	<monster>
		<name>Wharfling</name>
		<size>T</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>13</ac>
		<hp>6 (4d4-4)</hp>
		<speed>30 ft., climb 30 ft., swim 20 ft.</speed>
		<str>4</str>
		<dex>16</dex>
		<con>8</con>
		<int>2</int>
		<wis>12</wis>
		<cha>8</cha>
		<skill>Perception +3, Sleight of Hand +5</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>1/8</cr>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage, and the target is grappled (escape DC 10). Until this grapple ends, the wharfling can't use its bite on another target. While the target is grappled, the wharfling's bite attack hits it automatically.</text>
			<attack>Bite|5|1d4+3</attack>
		</action>
		<action>
			<name>Pilfer</name>
			<text>A wharfling that has an opponent grappled at the start of its turn can make a Dexterity (Sleight of Hand) check as a bonus action. The DC for this check equals 10 plus the grappled target's Dexterity modifier. If the check is successful, the wharfling steals some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception. A wharfling flees with its treasure.</text>
		</action>
	</monster>
	<monster>
		<name>Wharfling Swarm</name>
		<size>L</size>
		<type>swarm of Tiny beasts,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>14 (natural armor)</ac>
		<hp>63 (14d10-14)</hp>
		<speed>30 ft., climb 30 ft., swim 20 ft.</speed>
		<str>10</str>
		<dex>16</dex>
		<con>8</con>
		<int>2</int>
		<wis>12</wis>
		<cha>7</cha>
		<skill>Perception +3, Sleight of Hand +5</skill>
		<resist>bludgeoning, piercing, slashing</resist>
		<conditionImmune>charmed, frightened, paralyzed, petrified, prone, restrained, stunned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>-</languages>
		<cr>4</cr>
		<trait>
			<name>Swarm</name>
			<text>The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a tiny wharfling. The swarm can't regain hit points or gain temporary hit points.</text>
		</trait>
		<action>
			<name>Bites</name>
			<text>Melee Weapon Attack: +5 to hit, reach 0 ft., one creature in the swarm's space. Hit: 21 (6d6) piercing damage, or 10 (3d6) piercing damage if the swarm has half of its hit points or fewer.</text>
			<attack>Bites|5|6d6</attack>
		</action>
		<action>
			<name>Locking Bite</name>
			<text>When a creature leaves a wharfling swarm's space, 1d3 wharflings remain grappled to them (escape DC 10). Each wharfling inflicts 5 (1d4 + 3) piercing damage at the start of the creature's turns until it escapes from the grapples.</text>
		</action>
		<action>
			<name>Pilfer</name>
			<text>A wharfling swarm makes 1d6 Dexterity (Sleight of Hand) checks each round against every creature in the swarm's space. The DC for each check equals 10 plus the target creature's Dexterity modifier. For each successful check, the wharflings steal some small metallic object from the target, and the theft is unnoticed if the same result equals or exceeds the target's passive Perception.</text>
		</action>
	</monster>
	<monster>
		<name>White Ape</name>
		<size>L</size>
		<type>monstrosity,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14 (natural armor)</ac>
		<hp>114 (12d10+48)</hp>
		<speed>40 ft., climb 40 ft.</speed>
		<str>18</str>
		<dex>16</dex>
		<con>18</con>
		<int>8</int>
		<wis>14</wis>
		<cha>8</cha>
		<skill>Acrobatics +6, Athletics +7, Intimidation +2, Perception +5, Stealth +6</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages> Common</languages>
		<cr>6</cr>
		<trait>
			<name>Hatred for Spellcasters</name>
			<text>The white ape does one extra die of damage (d8 or d10, respectively) per attack against an enemy it has seen cast a spell.</text>
		</trait>
		<trait>
			<name>Arcane Wasting (Disease)</name>
			<text>When the bodily fluid of an infected creature touches a humanoid or when an infected creature casts a spell (direct or indirect) on a humanoid, that humanoid must succeed on a DC 15 Constitution saving throw or become infected with arcane wasting. Beginning 1d6 days after infection, the infected creature must make a DC 15 Constitution saving throw at the end of each long rest. If the saving throw fails, the victim loses 1d3 Intelligence and 1d3 Wisdom. Lost Intelligence and Wisdom can't be recovered while the disease persists. If the saving throw succeeds, nothing happens; the disease ends after the second consecutive successful saving throws. Once the disease ends, lost Intelligence and Wisdom can be restored by greaterrestoration or comparable magic. The disease is also cured by lesser restoration if the caster makes a successful DC 15 spellcasting check.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ape makes one bite attack and two claw attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage, and the target must succeed on a DC 14 Constitution saving throw or contract the arcane wasting disease (see sidebar).</text>
			<attack>Bite|7|2d8+4</attack>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) slashing damage.</text>
			<attack>Claw|7|2d10+4</attack>
		</action>
		<action>
			<name>Frenzy (1/Day)</name>
			<text>When two or more foes are adjacent to the ape, it can enter a deadly battle frenzy. Instead of using its normal multiattack, a frenzied white ape makes one bite attack and two claw attacks against each enemy within 5 feet of it. Melee attacks against the white ape are made with advantage from the end of that turn until the start of the white ape's next turn.</text>
		</action>
	</monster>
	<monster>
		<name>Witchlight</name>
		<size>T</size>
		<type>construct,tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>14</ac>
		<hp>10 (4d4)</hp>
		<speed>fly 50 ft.</speed>
		<str>1</str>
		<dex>18</dex>
		<con>10</con>
		<int>10</int>
		<wis>13</wis>
		<cha>7</cha>
		<skill>Perception +3</skill>
		<immune>poison, radiant</immune>
		<conditionImmune>charmed, exhaustion, frightened, paralyzed, petrified, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> understands the language of its creator but can't speak</languages>
		<cr>1/4</cr>
		<trait>
			<name>Dispel Magic Weakness</name>
			<text>Casting dispel magic on a witchlight paralyzes it for 1d10 rounds.</text>
		</trait>
		<trait>
			<name>Luminance</name>
			<text>A witchlight normally glows as brightly as a torch. The creature can dim itself to the luminosity of a candle, but it cannot extinguish its light. Because of its glow, the witchlight has disadvantage on Dexterity (Stealth) checks.</text>
		</trait>
		<trait>
			<name>Thin As Light</name>
			<text>While a witchlight is not incorporeal, it can pass through any opening that light can.</text>
		</trait>
		<action>
			<name>Light Ray</name>
			<text>Ranged Weapon Attack: +6 to hit, range 30 ft., one target. Hit: 6 (1d4 + 4) radiant damage.</text>
			<attack>Light Ray|6|1d4+4</attack>
		</action>
		<action>
			<name>Flash (Recharge 5-6)</name>
			<text>The witchlight emits a bright burst of light that blinds all sighted creatures within 30 feet for 1d4 rounds unless they succeed on a DC 10 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Wormhearted Suffragan</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>12</ac>
		<hp>97 (13d8+39)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>16</con>
		<int>11</int>
		<wis>16</wis>
		<cha>8</cha>
		<skill>Medicine +6, Religion +3</skill>
		<resist>necrotic; bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<vulnerable>radiant</vulnerable>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>the languages it knew in life</languages>
		<cr>5</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The wormhearted suffragan's innate spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). It can cast the following spells, requiring no material components:</text>
			<text>At will: command, detect evil and good</text>
			<text>4/day: inflict wounds</text>
			<text>2/day each: blindness-deafness, hold person</text>
			<text>1/day each: animate dead, speak with dead</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The wormhearted suffragan can make two helminth infestation attacks, or it can cast one spell and makeone helminth infestation attack.</text>
		</action>
		<action>
			<name>Helminth Infestation</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be afflicted with a helminth infestation (parasitic worms). An afflicted creature can't regain hit points and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the affliction reduces the target's hit point maximum to 0, the victim dies. The affliction lasts until removed by any magic that cures disease.</text>
			<attack>Helminth Infestation|5|2d6</attack>
		</action>
	</monster>
	<monster>
		<name>Xanka</name>
		<size>S</size>
		<type>construct,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>15 (natural armor)</ac>
		<hp>18 (4d6+4)</hp>
		<speed>25 ft., climb 15 ft.</speed>
		<str>10</str>
		<dex>15</dex>
		<con>12</con>
		<int>4</int>
		<wis>10</wis>
		<cha>7</cha>
		<conditionImmune>charmed, exhaustion, frightened</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>10</passive>
		<languages> Understands the languages of its creator but can't</languages>
		<cr>1/4</cr>
		<trait>
			<name>Ingest Weapons</name>
			<text>When the xanka is hit by a melee weapon and the final, adjusted attack roll is 19 or less, the weapon gains a permanent -1 penalty to damage rolls, after inflicting damage for this attack. If the penalty reaches -5, the weapon is destroyed. Even magic weapons are subject to this effect.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The xanka's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Constructed Nature</name>
			<text>A xanka doesn't require air, food, drink, or sleep.</text>
		</trait>
		<action>
			<name>Absorb</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) force damage, and the xanka regains hit points equal to the damage caused by its attack. In addition, a living creature hit by this attack must make a successful DC 12 Dexterity saving throw or suffer a gaping wound that causes 2 (1d4) necrotic damage at the end of each of the creature's turns until the wound is treated with magical healing or with a successful DC 10 Intelligence (Medicine) check. If a creature who fails this saving throw is wearing armor or using a shield, the creature can choose to prevent the necrotic damage by permanently reducing the AC of its armor or shield by 1 instead.</text>
			<attack>Absorb|4|1d8+2</attack>
		</action>

	</monster>
	<monster>
		<name>Xhkarsh</name>
		<size>L</size>
		<type>aberration,tome of Beasts</type>
		<alignment>neutral evil</alignment>
		<ac>19 (natural and mystic armor)</ac>
		<hp>133 (14d10+56)</hp>
		<speed>50 ft., climb 30 ft.</speed>
		<str>17</str>
		<dex>21</dex>
		<con>18</con>
		<int>15</int>
		<wis>16</wis>
		<cha>15</cha>
		<save>Cha +5</save>
		<skill>Insight +6, Perception +6, Stealth +8</skill>
		<senses>darkvision 60 ft., tremorsense 120 ft.</senses>
		<passive>16</passive>
		<languages> Common, Deep Speech, Undercommon</languages>
		<cr>8</cr>
		<action>
			<name>Multiattack</name>
			<text>The xhkarsh makes two claw attacks and two stinger attacks.</text>
		</action>
		<action>
			<name>Claw</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) slashing damage.</text>
			<attack>Claw|8|2d6+5</attack>
		</action>
		<action>
			<name>Stinger</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one creature. Hit: 12 (2d6 + 5) piercing damage, and the target must succeed on a DC 15 Charisma saving throw or have its fate corrupted. A creature with corrupted fate has disadvantage on Charisma checks and Charisma saving throws, and it is immune to divination spells and to effects that sense emotions or read thoughts. The target's fate can be restored by a dispel evil and good spell or comparable magic.</text>
			<attack>Stinger|8|2d6+5</attack>
		</action>
		<action>
			<name>Seize Strand</name>
			<text>The xhkarsh targets one creature within 5 feet of it whose fate has been corrupted. The target creature must succeed on a DC 15 Charisma saving throw or a portion of the xhkarsh's consciousness inhabits its body. The target retains control of its body, but the xhkarsh can control its actions for 1 minute each day and can modify its memories as a bonus action (as if using the modify memory spell, DC 15). The target is unaware of the xhkarsh's presence, but can make a DC 18 Wisdom (Insight) check once every 24 hours to notice the presence of the xhkarsh. This effect lasts until the xhkarsh ends it or the target's fate is restored by a dispel evil and good spell or comparable magic. A creature becomes immune to this effect for 24 hours when it succeeds on the saving throw to resist the effect or after the effect ends on it for any reason. A single xhkarsh can seize up to four strands at the same time.</text>
		</action>
		<action>
			<name>Invisibility</name>
			<text>The xhkarsh turns invisible until it attacks or casts a spell, or until its concentration ends. Equipment the xhkarsh wears or carries becomes invisible with it.</text>
		</action>
	</monster>
	<monster>
		<name>Ychen Bannog</name>
		<size>G</size>
		<type>beast,tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>17 (natural armor)</ac>
		<hp>231 (14d20+84)</hp>
		<speed>50 ft.</speed>
		<str>28</str>
		<dex>10</dex>
		<con>23</con>
		<int>3</int>
		<wis>12</wis>
		<cha>10</cha>
		<resist>bludgeoning</resist>
		<conditionImmune>exhaustion</conditionImmune>
		<senses></senses>
		<passive>11</passive>
		<languages>-</languages>
		<cr>11</cr>
		<trait>
			<name>Ever-Sharp Horns</name>
			<text>The ychen bannog deals triple damage dice when it scores a critical hit with a gore attack.</text>
		</trait>
		<trait>
			<name>Overrun</name>
			<text>When the ychen bannog takes the Dash action, it can move through the space of a Large or smaller creature, treating the creature's space as difficult terrain. As it moves through the creature's space, the ychen bannog can make a stomp attack as a bonus action.</text>
		</trait>
		<trait>
			<name>Peaceful Creature</name>
			<text>The ychen bannog abhors combat and flees from it if possible. If unable to flee, the ychen bannog can attack a foe or obstacle to clear a path to safety. As an action, a driver or handler mounted on the ychen bannog or adjacent to it can make a DC 16 Wisdom (Animal Handling) check. On a success, the ychen bannog moves and attacks as directed by the driver. On a failure, the beast flees. The driver or handler must have proficiency in Animal Handling to attempt this check.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ychen bannog makes one gore attack and one stomp attack.</text>
		</action>
		<action>
			<name>Gore</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 27 (4d8 + 9) piercing damage.</text>
			<attack>Gore|13|4d8+9</attack>
		</action>
		<action>
			<name>Stomp</name>
			<text>Melee Weapon Attack: +13 to hit, reach 10 ft., one target. Hit: 31 (4d10 + 9) bludgeoning damage. If the target is a creature, it must succeed on a DC 21 Strength saving throw or be knocked prone.</text>
			<attack>Stomp|13|4d10+9</attack>
		</action>
		<action>
			<name>Destroying Bellow (Recharge 5-6)</name>
			<text>The ychen bannog delivers a fearsome bellow that can be heard up to ten miles away. Structures and unattended objects in a 60-foot cone take 55 (10d10) thunder damage. Creatures in the cone take 27 (5d10) thunder damage and are deafened for 1 hour, or take half damage and aren't deafened with a successful DC 18 Constitution saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Zaratan</name>
		<size>G</size>
		<type>monstrosity (titan),tome of Beasts</type>
		<alignment>unaligned</alignment>
		<ac>25 (natural armor)</ac>
		<hp>507 (26d20+234)</hp>
		<speed>10 ft., swim 50 ft.</speed>
		<str>30</str>
		<dex>3</dex>
		<con>28</con>
		<int>10</int>
		<wis>11</wis>
		<cha>11</cha>
		<save>Int +8, Wis +8, Cha +8</save>
		<resist>fire, lightning, thunder; bludgeoning, piercing, slashing</resist>
		<immune>cold, poison</immune>
		<conditionImmune>frightened, paralyzed, poisoned</conditionImmune>
		<senses>blindsight 120 ft.</senses>
		<passive>10</passive>
		<languages> Aquan</languages>
		<cr>26</cr>
		<trait>
			<name>Fortified Shell</name>
			<text>The zaratan ignores any attack against its shell that doesn't do 30 points of damage or more. Attacking the zaratan's head or flippers bypasses this trait.</text>
		</trait>
		<trait>
			<name>Endless Breath</name>
			<text>The zaratan breathes air, but it can hold its breath for years.</text>
		</trait>
		<trait>
			<name>False Appearance</name>
			<text>While the zaratan remains motionless on the surface of the ocean (except for drifting) it is indistinguishable from a small island.</text>
		</trait>
		<trait>
			<name>Siege Monster</name>
			<text>The zaratan does double damage to objects and structures.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The zaratan makes one bite attack and two flipper attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +18 to hit, reach 10 ft., one target. Hit: 26 (3d10 + 10) piercing damage and the target is grappled (escape DC 20). Until the grapple ends, the target is restrained and the zaratan can't bite another target.</text>
			<attack>Bite|18|3d10+10</attack>
		</action>
		<action>
			<name>Flipper</name>
			<text>Melee Weapon Attack: +18 to hit, reach 15 ft., one target. Hit: 19 (2d8 + 10) bludgeoning damage and the target must succeed on a DC 26 Strength saving throw or be pushed 10 feet away from the zaratan.</text>
			<attack>Flipper|18|2d8+10</attack>
		</action>
		<action>
			<name>Swallow</name>
			<text>The zaratan makes one bite attack against a Huge or smaller creature it is grappling. If the attack hits, the target takes 26 (3d10 + 10) piercing damage, is swallowed, and the grapple ends. A swallowed creature is blinded and restrained, but has total cover against attacks and effects outside the zaratan. A swallowed creature takes 28 (8d6) acid damage at the start of each of the zaratan's turns. The zaratan can have any number of creatures swallowed at once. If the zaratan takes 40 damage or more on a single turn from a creature inside it, the zaratan must succeed on a DC 20 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the zaratan. If the zaratan dies, swallowed creatures are no longer restrained and can escape by using 30 feet of movement, exiting prone.</text>
		</action>
		<legendary>
			<name>The zaratan can take 3 legendary actions, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The zaratan regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Move</name>
			<text>The zaratan moves up to half its speed.</text>
		</legendary>
		<legendary>
			<name>Swipe</name>
			<text>The zaratan makes one flipper attack.</text>
		</legendary>
		<legendary>
			<name>Consume (2 actions)</name>
			<text>The zaratan makes one bite attack or uses Swallow.</text>
		</legendary>
	</monster>
	<monster>
		<name>Zimwi</name>
		<size>M</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (natural armor)</ac>
		<hp>76 (9d8+36)</hp>
		<speed>40 ft.</speed>
		<str>13</str>
		<dex>18</dex>
		<con>19</con>
		<int>6</int>
		<wis>9</wis>
		<cha>7</cha>
		<skill>Perception +1</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages> Giant</languages>
		<cr>4</cr>
		<action>
			<name>Multiattack</name>
			<text>The zimwi makes one claws attack and one bite attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) piercing damage. If the target is a Medium or smaller creature grappled by the zimwi, that creature is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the zimwi, and it takes 14 (4d6) acid damage at the start of each of the zimwi's turns. If the zimwi's stomach takes 20 damage or more on a single turn from a creature inside it, the zimwi must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 5 feet of the zimwi. Damage done to a zimwi's stomach does not harm the zimwi. The zimwi's stomach is larger on the inside than the outside. It can have two Medium creatures or four Small or smaller creatures swallowed at one time. If the zimwi dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.</text>
			<attack>Bite|6|2d8+4</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage, and if the target is a Medium or smaller creature and the zimwi isn't already grappling a creature, it is grappled (escape DC 11).</text>
			<attack>Claws|6|2d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Zmey</name>
		<size>H</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>18 (natural armor)</ac>
		<hp>189 (18d12+72)</hp>
		<speed>30 ft., fly 50 ft., swim 30 ft.</speed>
		<str>22</str>
		<dex>13</dex>
		<con>19</con>
		<int>16</int>
		<wis>16</wis>
		<cha>12</cha>
		<save>Con +9, Wis +8, Cha +6</save>
		<skill>Perception +8</skill>
		<resist>cold, fire</resist>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>blindsight 60 ft., darkvision 90 ft.</senses>
		<passive>18</passive>
		<languages> Common, Draconic, Elvish, Sylvan</languages>
		<cr>14</cr>
		<trait>
			<name>Amphibious</name>
			<text>The zmey can breathe air and water.</text>
		</trait>
		<trait>
			<name>Lake Leap</name>
			<text>A zmey spends much of its time lurking in lakes and ponds. When submerged in a natural pool of standing water, it can transport itself as a bonus action to a similar body of water within 5,000 feet. Rapidly flowing water doesn't serve for this ability, but the zmey can leap to or from a river or stream where the water is calm and slow-moving.</text>
		</trait>
		<trait>
			<name>Legendary Resistance (1/Day)</name>
			<text>If the zmey fails a saving throw, it can count it as a success instead.</text>
		</trait>
		<trait>
			<name>Multiheaded</name>
			<text>The zmey normally has three heads. While it has more than one head, the zmey has advantage on saving throws against being blinded, charmed, deafened, frightened, and stunned. If the zmey takes 40 or more damage in a single turn (and the damage isn't poison or psychic), one of its heads is severed. If all three of its heads are severed, the zmey dies.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The zmey regains 15 hit points at the start of its turn. If the zmey takes acid or fire damage, this trait doesn't function at the start of the zmey's next turn. Regeneration stops functioning when all heads are severed. It takes 24 hours for a zmey to regrow a functional head.</text>
		</trait>
		<trait>
			<name>Spawn Headling</name>
			<text>The severed head of a zmey grows into a zmey headling 2d6 rounds after being separated from the body. Smearing at least a pound of salt on the severed head's stump prevents this transformation.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The zmey makes one bite attack per head and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 19 (2d12 + 6) piercing damage.</text>
			<attack>Bite|11|2d12+6</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 19 (2d12 + 6) slashing damage.</text>
			<attack>Claws|11|2d12+6</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.</text>
			<attack>Tail|11|2d8+6</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The zmey breathes up to three 60-foot cones of fire, one from each of its heads. Creatures in a cone take 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw. If cones overlap, their damage adds together but each target makes only one saving throw. A zmey can choose whether this attack harms plants or plant creatures.</text>
		</action>
		<legendary>
			<name>The zmey can take 1 legendary action per head, choosing from the options below</name>
			<text>Only one legendary action option can be used at a time and only at the end of another creature's turn. The zmey regains spent legendary actions at the start of its turn.</text>
		</legendary>
		<legendary>
			<name>Bite</name>
			<text>The zmey makes a bite attack.</text>
		</legendary>
		<legendary>
			<name>Tail Attack</name>
			<text>The zmey makes a tail attack.</text>
		</legendary>
		<legendary>
			<name>Trample</name>
			<text>The zmey moves up to half its land speed. It can enter enemy-occupied spaces but can't end its move there. Creatures in spaces the zmey enters must make successful DC 14 Dexterity saving throws or take 10 (1d8 + 6) bludgeoning damage and fall prone.</text>
		</legendary>
	</monster>
	<monster>
		<name>Zmey Headling</name>
		<size>M</size>
		<type>dragon,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>105 (14d8+42)</hp>
		<speed>30 ft., swim 20 ft.</speed>
		<str>16</str>
		<dex>10</dex>
		<con>1</con>
		<int>8</int>
		<wis>16</wis>
		<cha>8</cha>
		<resist>cold, fire</resist>
		<conditionImmune>paralyzed, unconscious</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages> Common, Draconic, Sylvan</languages>
		<cr>5</cr>
		<trait>
			<name>Amphibious</name>
			<text>The zmey headling can breathe air and water.</text>
		</trait>
		<trait>
			<name>Regeneration</name>
			<text>The zmey headling reaver regains 10 hit points at the start of its turn. This trait doesn't function if the zmey headling took acid or fire damage since the end of its previous turn. It dies if it starts its turn with 0 hit points and doesn't regenerate.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The zmey headline makes one bite attack and one claws attack.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 16 (2d12 + 3) piercing damage.</text>
			<attack>Bite|6|2d12+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) slashing damage.</text>
			<attack>Claws|11|2d12+6</attack>
		</action>
		<action>
			<name>Tail</name>
			<text>Melee Weapon Attack: +11 to hit, reach 20 ft., one target. Hit: 15 (2d8 + 6) bludgeoning damage.</text>
			<attack>Tail|11|2d8+6</attack>
		</action>
		<action>
			<name>Fire Breath (Recharge 5-6)</name>
			<text>The zmey headling exhales fire in a 30-foot cone. Each creature in that area takes 16 (3d10) fire damage, or half damage with a successful DC 16 Dexterity saving throw.</text>
		</action>
	</monster>
	<monster>
		<name>Bandit Lord</name>
		<size>M</size>
		<type>humanoid (Any Race),tome of Beasts</type>
		<alignment>any non-lawful</alignment>
		<ac>16 (breastplate)</ac>
		<hp>91 (14d8+28)</hp>
		<speed>30 ft.</speed>
		<str>16</str>
		<dex>15</dex>
		<con>14</con>
		<int>14</int>
		<wis>11</wis>
		<cha>14</cha>
		<save>Str +5, Dex +4, Wis +2</save>
		<skill>Athletics +5, Deception +4, Intimidation +4</skill>
		<senses></senses>
		<passive>10</passive>
		<languages> any two languages</languages>
		<cr>4</cr>
		<trait>
			<name>Pack Tactics</name>
			<text>The bandit lord has advantage on an attack roll against a creature if at least one of the bandit lord's allies is within 5 feet of the creature and the ally isn't incapacitated.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The bandit lord makes three melee or ranged attacks.</text>
		</action>
		<action>
			<name>Greatsword</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 10 (2d6 + 3) slashing damage.</text>
			<attack>Greatsword|5|2d6+3</attack>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Leadership (Recharges after a Short or Long Rest)</name>
			<text>For 1 minute, the bandit lord can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add a d4 to its roll provided it can hear and understand the bandit lord. A creature can benefit from only one Leadership die at a time. This effect ends if the bandit lord is incapacitated.</text>
		</action>
		<reaction>
			<name>Parry</name>
			<text>The bandit lord adds 2 to its AC against one melee attack that would hit it. To do so the bandit lord must see the attacker and be wielding a weapon.</text>
		</reaction>
		<reaction>
			<name>Redirect Attack</name>
			<text>When a creature the bandit lord can see targets it with an attack, the bandit lord chooses an ally within 5 feet of it. The bandit lord and the ally swap places, and the chosen ally becomes the target instead.</text>
		</reaction>
	</monster>
	<monster>		
		<name>Black Knight Commander</name>
		<size>M</size>
		<type>humanoid (Any Race),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>18 (plate)</ac>
		<hp>78 (12d8+24)</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>10</dex>
		<con>14</con>
		<int>12</int>
		<wis>13</wis>
		<cha>15</cha>
		<save>Str +7, Wis +4, Cha +5</save>
		<skill>Animal Handling +4, Athletics +7, Intimidation +5</skill>
		<passive>11</passive>
		<languages> any two languages</languages>
		<cr>5</cr>
		<trait>
			<name>Charge</name>
			<text>If the black knight commander is mounted and moves at least 30 feet in a straight line toward a target and then hits it with a melee attack on the same turn, the target takes an extra 10 (3d6) damage.</text>
		</trait>
		<trait>
			<name>Hateful Aura</name>
			<text>The black knight commander and allies within 10 feet of the commander add its Charisma modifier to weapon damage rolls (included in damage below).</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The black knight commander's weapon attacks are made with magical (+1) weapons.</text>
		</trait>

		<action>
			<name>Multiattack</name>
			<text>The black knight commander makes two melee attacks.</text>
		</action>
		<action>
			<name>Mace</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft, one target. Hit: 8 (1d6 + 5) bludgeoning damage.</text>
			<attack>Mace|8|1d6+5</attack>
		</action>
		<action>
			<name>Lance</name>
			<text>Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage.</text>
			<attack>Lance|8|1d12+5</attack>
		</action>
		<action>
			<name>Frightful Charge (Recharges after a Short or Long Rest)</name>
			<text>The black knight commander lets loose a terrifying cry and makes one melee attack at the end of a charge. Whether the attack hits or misses, all enemies within 15 feet of the target and aware of the black knight commander's presence must succeed on a DC 13 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
		</action>
	</monster>
	<monster>
		<name>City Watch Captian</name>
		<size>M</size>
		<type>humanoid (Any Race),tome of Beasts</type>
		<alignment>lawful neutral</alignment>
		<ac>17 (scale mail)</ac>
		<hp>91 (14d8+28)</hp>
		<speed>30 ft.</speed>
		<str>13</str>
		<dex>16</dex>
		<con>14</con>
		<int>10</int>
		<wis>11</wis>
		<cha>13</cha>
		<skill>Perception +2</skill>
		<passive>12</passive>
		<languages> one language (usually Common)</languages>
		<cr>4</cr>
		<trait>
			<name>Tactical Insight</name>
			<text>The city watch captain has advantage on initiative rolls. City watch soldiers under the captain's command take their turns on the same initiative count as the captain.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The city watch captain makes two rapier attacks and one dagger attack. The captain can substitute a disarming attack for one rapier attack.</text>
		</action>
		<action>
			<name>Rapier</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 6 (1d6 + 3) piercing damage.</text>
			<attack>Rapier|5|1d6+3</attack>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 5 (1d4 + 3) piercing damage.</text>
			<attack>Dagger|5|1d4+3</attack>
		</action>
		<action>
			<name>Light Crossbow</name>
			<text>Ranged Weapon Attack: +5 to hit, range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing damage.</text>
			<attack>Light Crossbow|5|1d8+3</attack>
		</action>
		<action>
			<name>Disarming Attack</name>
			<text>Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: the target must make a successful DC 13 Strength saving throw or drop one item it's holding of the city watch captain's choice. The item lands up to 10 feet from the target, in a spot selected by the captain.</text>
		</action>
		<action>
			<name>Orders to Attack (1/Day)</name>
			<text>Each creature of the city watch captain's choice that is within 30 feet of it and can hear it makes one melee or ranged weapon attack as a reaction. This person could easily have been on the other side of the law, but he likes the way he looks in the city watch uniform.and the way city residents look at him when he walks down the street leading a patrol. With a long mustache and a jaunty cap, there's no denying that he cuts a rakishly handsome figure. While a trained investigator, the city watch captain is not afraid to draw his blade to end a threat to his city.</text>
		</action>
	</monster>
	<monster>
		<name>Devilbound Gnomish Prince</name>
		<size>S</size>
		<type>humanoid (gnome),tome of Beasts</type>
		<alignment>any evil</alignment>
		<ac>12 (15 with mage armor)</ac>
		<hp>104 (19d6+38)</hp>
		<speed>25 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>15</con>
		<int>16</int>
		<wis>12</wis>
		<cha>22</cha>
		<save>Con +6, Int +7, Cha +10</save>
		<skill>Arcana +7, Deception +10, History +7, Persuasion +10</skill>
		<resist>cold, fire, poison; bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t silvered</resist>
		<conditionImmune>poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>Common, Infernal, Gnomish</languages>
		<cr>9</cr>
		<trait>
			<name>Banishing Word (1/Day)</name>
			<text>When the devilbound gnomish prince hits with an attack, he can choose to banish the target to the Eleven Hells. The target vanishes from its current location and is incapacitated until its return. At the end of the devilbound gnomish prince's next turn, the target returns to the spot it previously occupied or the nearest unoccupied space and takes 55 (10d10) psychic damage.</text>
		</trait>
		<trait>
			<name>Infernal Blessing</name>
			<text>The devilbound gnomish prince gains 21 temporary hit points when it reduces a hostile creature to 0 hit points.</text>
		</trait>
		<trait>
			<name>Infernal Tie</name>
			<text>The devilbound gnomish prince can perceive through his imp's senses, communicate telepathically through its mind, and speak through his imp's mouth as long as both of them are on the same plane of existence.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The devilbound gnomish prince's innate spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). He can innately cast the following spells, requiring no material components:</text>
			<text>At will: detect magic, false life, mage armor</text>
			<text>1/rest each: create undead, forcecage, power word stun</text>
		</trait>
		<trait>
			<name>Magic Resistance</name>
			<text>The devilbound gnomish prince has advantage on all saving throws against spells and magical effects.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The devilbound gnomish prince is a 15th-level spellcaster. Its spellcasting ability is Charisma (spell save DC 18, +10 to hit with spell attacks). The devilbound gnomish prince has the following warlock spells prepared:</text>
			<text>Cantrips (at will): chill touch, eldritch blast, minor illusion, prestidigitation</text>
			<text>5th level (3 slots):banishment, command, contact other plane, counterspell, dimension door, fireball, fly, flame strike, hallow, hex, hold monster, invisibility, scorching ray, scrying, wall of fire, witch bolt</text>
		</trait>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.</text>
			<attack>Dagger|6|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Dwarven Ringmage</name>
		<size>M</size>
		<type>humanoid (dwarf),tome of Beasts</type>
		<alignment>any</alignment>
		<ac>16 (breastplate)</ac>
		<hp>82 (15d8+15)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>14</dex>
		<con>13</con>
		<int>18</int>
		<wis>12</wis>
		<cha>9</cha>
		<save>Int +7, Con +4, Wis +4</save>
		<skill>Arcana +7, History +7</skill>
		<resist>poison</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>11</passive>
		<languages>Common, Dwarvish</languages>
		<cr>7</cr>
		<trait>
			<name>Dwarven Resistance</name>
			<text>The dwarven ringmage has advantage on saving throws against poison.</text>
		</trait>
		<trait>
			<name>Ring Magic</name>
			<text>The dwarven ringmage can imbue a nonmagical ring with a spell that has a range of self or touch. Doing so expends components as if the dwarven ringmage had cast the spell normally and uses a spell slot one level higher than the spell normally requires. When the wearer of the ring activates the ring as an action, the spell is cast as if the dwarven ringmage had cast the spell. The dwarven ringmage does not regain the spell slot until the ring is discharged or the dwarven ringmage chooses to dismiss the spell.</text>
		</trait>
		<trait>
			<name>Ring-Staff Focus</name>
			<text>The dwarven ringmage can use his ring-staff as a focus for spells that require rings as a focus or component, or for his Ring Magic ability. If used as a focus for Ring Magic, the spell does not require a spell slot one level higher than the spell normally requires. Once per day, the dwarven ringmage can imbue a spell of 4th level or lower into his ring-staff by expending a spell slot equal to the spell being imbued.</text>
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The mage is a 9th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 15, +7 to hit with spell attacks). The mage has the following wizard spells prepared:</text>
			<text>Cantrips (at will): fire bolt, mage hand, shocking grasp, true strike</text>
			<text>1st level (4 slots): expeditious retreat, magic missile, shield, thunderwave</text>
			<text>2nd level (3 slots): misty step, web</text>
			<text>3rd level (3 slots): counterspell, fireball, fly</text>
			<text>4th level (3 slots): greater invisibility, ice storm</text>
			<text>5th level (1 slot): cone of cold</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The dwarven ringmage makes two melee attacks.</text>
		</action>
		<action>
			<name>Ring-Staff</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.</text>
			<attack>Ring-Staff|3|1d6</attack>
		</action>
	</monster>
	<monster>
		<name>Elvish Veteran Archer</name>
		<size>M</size>
		<type>humanoid (elf),tome of Beasts</type>
		<alignment>chaotic good or chaotic neutral</alignment>
		<ac>15 (studded leather)</ac>
		<hp>77 (14d8+14)</hp>
		<speed>30 ft.</speed>
		<str>11</str>
		<dex>16</dex>
		<con>12</con>
		<int>11</int>
		<wis>13</wis>
		<cha>11</cha>
		<skill>Nature +2, Perception +5, Stealth +5, Survival +3</skill>
		<passive>15</passive>
		<languages>Common, Elvish</languages>
		<cr>3</cr>
		<trait>
			<name>Beast Hunter</name>
			<text>The elvish veteran archer has advantage on Wisdom (Survival) checks to track beasts and on Intelligence (Nature) checks to recall information about beasts.</text>
		</trait>
		<trait>
			<name>Fey Ancestry</name>
			<text>The elvish veteran archer has advantage on saving throws against being charmed, and magic can't put the elvish archer to sleep.</text>
		</trait>
		<trait>
			<name>Keen Hearing and Sight</name>
			<text>The elvish veteran archer has advantage on Wisdom (Perception) checks that rely on hearing or sight.</text>
		</trait>
		<trait>
			<name>Magic Weapons</name>
			<text>The elvish veteran archer's weapon attacks are magical.</text>
		</trait>
		<trait>
			<name>Stealthy Traveler</name>
			<text>The elvish veteran archer can use Stealth while traveling at a normal pace.</text>
		</trait>
		<trait>
			<name>Surprise Attack</name>
			<text>If the elvish veteran archer surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.</text>
		</trait>

		<action>
			<name>Multiattack</name>
			<text>The elvish veteran archer makes two melee attacks or three ranged attacks.</text>
		</action>
		<action>
			<name>Shortsword</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 7 (1d6 + 4) piercing damage.</text>
			<attack>Shortsword|6|1d6+4</attack>
		</action>
		<action>
			<name>Longbow</name>
			<text>Ranged Weapon Attack: +6 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 4) piercing damage.</text>
			<attack>Longbow|6|1d8+4</attack>
		</action>
		<action>
			<name>Volley (Recharge 6)</name>
			<text>The elvish archer makes one ranged attack against every enemy within 10 feet of a point it can see.</text>
		</action>
	</monster>
	<monster>
		<name>Ghost Knight</name>
		<size>M</size>
		<type>undead,tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>17 (half plate)</ac>
		<hp>97 (15d8+30)</hp>
		<speed>30 ft.</speed>
		<str>17</str>
		<dex>15</dex>
		<con>14</con>
		<int>8</int>
		<wis>10</wis>
		<cha>7</cha>
		<skill>Athletics +6, Animal Handling +3, Perception +3, Stealth +5</skill>
		<resist>necrotic</resist>
		<immune>poison</immune>
		<conditionImmune>charmed, exhaustion, poisoned</conditionImmune>
		<senses>darkvision 60 ft.</senses>
		<passive>13</passive>
		<languages>Common</languages>
		<cr>6</cr>
		<trait>
			<name>Charge</name>
			<text>If the ghost knight is mounted and moves at least 30 feet in a straight line toward a target and hits it with a melee attack on the same turn, the target takes an extra 7 (2d6) damage.</text>
		</trait>
		<trait>
			<name>Mounted Warrior</name>
			<text>When mounted, the ghost knight has advantage on attacks against unmounted creatures smaller than its mount. If the ghost knight's mount is subjected to an effect that allows it to take half damage with a successful Dexterity saving throw, the mount instead takes no damage if it succeeds on the saving throw and half damage if it fails.</text>
		</trait>
		<trait>
			<name>Turning Defiance</name>
			<text>The ghost knight and all darakhul or ghouls within 30 feet of it have advantage on saving throws against effects that turn undead.</text>
		</trait>
		<trait>
			<name>Undead Nature</name>
			<text>A ghost knight doesn't require air, food, drink, or sleep</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The ghost knight makes three melee attacks.</text>
		</action>
		<action>
			<name>Bite</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage.</text>
			<attack>Bite|6|2d6+3</attack>
		</action>
		<action>
			<name>Claws</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. A paralyzed target repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.</text>
			<attack>Claws|6|2d4+3</attack>
		</action>
		<action>
			<name>Battleaxe</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage or 8 (1d10 + 3) slashing damage if used with two hands, plus 10 (3d6) necrotic damage.</text>
			<attack>Battleaxe|6|1d8+3</attack>
		</action>
		<action>
			<name>Lance</name>
			<text>Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 9 (1d12 + 3) piercing damage plus 10 (3d6) necrotic damage.</text>
			<attack>Lance|6|1d12+3</attack>
		</action>
	</monster>
	<monster>
		<name>Ogre Chieftain, Corrupted</name>
		<size>L</size>
		<type>giant,tome of Beasts</type>
		<alignment>chaotic evil</alignment>
		<ac>17 (splint)</ac>
		<hp>127 (15d10+45)</hp>
		<speed>40 ft.</speed>
		<str>20</str>
		<dex>8</dex>
		<con>16</con>
		<int>5</int>
		<wis>7</wis>
		<cha>8</cha>
		<save>Str +8, Con +6, Cha +2</save>
		<senses>darkvision 60 ft.</senses>
		<passive>8</passive>
		<languages> Common, Giant</languages>
		<cr>6</cr>
		<trait>
			<name>Aggressive</name>
			<text>As a bonus action, the corrupted ogre chieftain can move up to its speed toward a hostile creature that it can see. Mutation. The corrupted ogre chieftain has one mutation from the list below:</text>
		</trait>
		<trait>
			<name>Mutation</name>
			<text>1 - Armored Hide: The corrupted ogre chieftain's skin is covered in dull, melted scales that give it resistance to bludgeoning, piercing, and slashing damage from nonmagical weapons.</text>
			<text>2 - Extra Arm: The corrupted ogre chieftain has a third arm growing from its chest. The corrupted ogre chieftain can make three melee attacks or two ranged attacks.</text>
			<text>3 - Savant: The corrupted ogre chieftain's head is grossly enlarged. Increase its Charisma to 16. The corrupted ogre chieftain gains Innate Spellcasting (Psionics), and its innate spellcasting ability is Charisma (spell save DC 14). It can innately cast the following spells, requiring no components: At will: misty step, shield; 1/day each: dominate monster, levitate.</text>
			<text>4 - Terrifying: The corrupted ogre chieftain's body is covered in horns, eyes, and fanged maws. Each creature of the corrupted ogre chieftain's choice that is within 60 feet of it and is aware of it must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. A frightened creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to this ogre chieftain's Frightful Presence for the next 24 hours.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The corrupted ogre chieftain makes two melee attacks.</text>
		</action>
		<action>
			<name>Greatclub</name>
			<text>Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8 + 5) bludgeoning damage.</text>
			<attack>Greatclub|8|2d8+5</attack>
		</action>
		<action>
			<name>Javelin</name>
			<text>Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 30/120 ft., one target. Hit: 12 (2d6 + 5) piercing damage.</text>
			<attack>Javelin|8|2d6+5</attack>
		</action>
	</monster>
	<monster>
		<name>Scorpion Cultist</name>
		<size>M</size>
		<type>humanoid (any race),tome of Beasts</type>
		<alignment>neutral</alignment>
		<ac>13 (leather armor)</ac>
		<hp>19 (3d8+6)</hp>
		<speed>30 ft.</speed>
		<str>11</str>
		<dex>14</dex>
		<con>15</con>
		<int>10</int>
		<wis>13</wis>
		<cha>10</cha>
		<skill>Animal Handling +2, Deception +2, Perception +3, Stealth +4</skill>
		<resist>poison</resist>
		<passive>15</passive>
		<languages> Common</languages>
		<cr>1/2</cr>
		<trait>
			<name>Keen Senses</name>
			<text>The scorpion cultist has advantage on Wisdom (Perception) checks.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The scorpion cultist makes two melee attacks or two ranged attacks.</text>
		</action>
		<action>
			<name>Scimitar</name>
			<text>Melee Weapon Attack: +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 + 2) slashing damage plus 3 (1d6) poison damage.</text>
			<attack>Scimitar|4|1d6+2</attack>
		</action>
		<action>
			<name>Sling</name>
			<text>Melee Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage.</text>
			<attack>Sling|4|1d4+2</attack>
		</action>
	</monster>
	<monster>
		<name>Wolf Reaver Dwarf</name>
		<size>M</size>
		<type>humanoid (dwarf),tome of Beasts</type>
		<alignment>any chaotic</alignment>
		<ac>16 (chain shirt, shield)</ac>
		<hp>76 (9d8+36)</hp>
		<speed>35 ft.</speed>
		<str>18</str>
		<dex>12</dex>
		<con>19</con>
		<int>9</int>
		<wis>11</wis>
		<cha>9</cha>
		<skill>Athletics +6, Intimidation +1</skill>
		<senses>darkvision 60 ft.</senses>
		<passive>10</passive>
		<languages> Common, Dwarvish</languages>
		<cr>3</cr>
		<trait>
			<name>Danger Sense</name>
			<text>The wolf reaver dwarf has advantage on Dexterity saving throws against attacks it can see when it is not blinded, deafened, or incapacitated.</text>
		</trait>
		<trait>
			<name>Dwarven Resistance</name>
			<text>The wolf reaver dwarf has advantage on saving throws against poison.</text>
		</trait>
		<trait>
			<name>Pack Tactics</name>
			<text>The wolf reaver dwarf has advantage on attacks if at least one of the dwarf’s allies is within 5 feet of the target and the ally isn’t incapacitated.</text>
		</trait>
		<trait>
			<name>Reckless</name>
			<text>At the start of its turn, the wolf reaver dwarf can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The wolf reaver dwarf makes two melee or ranged attacks.</text>
		</action>
		<action>
			<name>Battleaxe</name>
			<text>Melee Weapon Attack: +6 to hit, reach 5 ft, one target. Hit: 8 (1d8 + 4) slashing damage.</text>
			<attack>Battleaxe|6|1d8+4</attack>
		</action>
		<action>
			<name>Dagger</name>
			<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.</text>
			<attack>Dagger|6|1d4+4</attack>
		</action>
		<action>
			<name>Spear</name>
			<text>Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 + 4) piercing damage, or 8 (1d8 + 4) piercing damage if used with two hands to make a melee attack.</text>
			<attack>Spear|6|1d6+4</attack>
		</action>
	</monster>
	<monster>
		<name>Emerald Order Cult Leader</name>
		<size>M</size>
		<type>humanoid (any race),tome of Beasts</type>
		<alignment>lawful neutral or evil</alignment>
		<ac>14 (breastplate)</ac>
		<hp>117 (18d8+36)</hp>
		<speed>30 ft.</speed>
		<str>10</str>
		<dex>10</dex>
		<con>14</con>
		<int>15</int>
		<wis>20</wis>
		<cha>15</cha>
		<save>Int +5, Wis +8, Cha +5</save>
		<skill>Arcana +5, Deception +5, History +5, Religion +5</skill>
		<resist>cold, fire, lightning</resist>
		<senses>darkvision 60 ft.</senses>
		<passive>15</passive>
		<languages>any three languages</languages>
		<cr>8</cr>
		<trait>
			<name>Key of Prophecy</name>
			<text>The Emerald Order cult leader can always act in a surprise round, but if he fails to notice a foe, he is still considered surprised until he takes an action. He receives a +3 bonus on initiative checks.</text>
		</trait>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The Emerald Order cult leader's innate spellcasting ability is Wisdom (spell save DC 16). He can innately cast the following spells, requiring no material components:</text>
			<text>2/day each: detect thoughts, dimension door, haste, slow</text>
			<text>1/day each: suggestion, teleport</text>		
		</trait>
		<trait>
			<name>Spellcasting</name>
			<text>The Emerald Order cult leader is a 10th-level spellcaster. His spellcasting ability is Wisdom (spell save DC 16, +8 to hit with spell attacks). The cult leader has the following cleric spells prepared:</text>
			<text>Cantrips (at will): guidance, light, sacred flame, spare the dying, thaumaturgy</text>
			<text>1st level (4 slots): cure wounds, identify, guiding bolt</text>
			<text>2nd level (3 slots): lesser restoration, silence, spiritual weapon</text>
			<text>3rd level (3 slots): dispel magic, mass healing word, spirit guardians</text>
			<text>4th level (3 slots): banishment, death ward, guardian of faith</text>
			<text>5th level (2 slots): flame strike</text>
		</trait>
		<action>
			<name>Multiattack</name>
			<text>The Emerald Order cult leader makes one melee attack and casts a cantrip.</text>
		</action>
		<action>
			<name>Mace</name>
			<text>Melee Weapon Attack: +3 to hit, reach 5 ft, one target. Hit: 3 (1d6) bludgeoning damage.</text>
			<attack>Mace|3|1d6</attack>
		</action>
		<reaction>
			<name>Esoteric Vengeance</name>
			<text>As a reaction when struck by a melee attack, the emerald order cult leader can expend a spell slot to do 10 (3d6) necrotic damage to the attacker. If the emerald order cult leader expends a spell slot of 2nd level or higher, the damage increases by 1d6 for each level above 1st.</text>
		</reaction>
	</monster>
	<monster>
		<name>Vampire Warlock - Variant</name>
		<size>M</size>
		<type>undead (shapechanger),tome of Beasts</type>
		<alignment>lawful evil</alignment>
		<ac>16 (natural armor)</ac>
		<hp>144</hp>
		<speed>30 ft.</speed>
		<str>18</str>
		<dex>18</dex>
		<con>18</con>
		<int>17</int>
		<wis>15</wis>
		<cha>18</cha>
		<skill>Perception +7, Stealth +9</skill>
		<save>Dex +9, Wis +7, Cha +9</save>
		<resist>necrotic, bludgeoning, piercing, and slashing from nonmagical weapons</resist>
		<senses>darkvision 120 ft.</senses>
		<passive>17</passive>
		<languages>the languages it knew in life</languages>
		<cr>13</cr>
		<trait>
			<name>Innate Spellcasting</name>
			<text>The vampire's spellcasting ability is Charisma (spell save DC 17). It can innately cast the following spells, requiring no material components.</text>
			<text>At will: darkness, dominate person, invisibility, misty step</text>
			<text>1/day each: arms of hadar, disguise self, dissonant whispers, detect thoughts, hold monster</text>
		</trait>
		<action>
			<name>Bloody Arms</name>
			<text>The vampire warlock saturates itself in its own blood, causing 20 poison damage to itself. For 1 minute, its armor class increases to 20 and its unarmed strike and bite attacks do an additional 7 (2d6) poison damage.</text>
		</action>
		<action>
			<name>Call the Blood</name>
			<text>The vampire warlock targets one humanoid it can see within 60 feet. The target must be injured (has fewer than its normal maximum hit points). The target's blood is drawn out of the body and streams through the air to the vampire warlock. The target takes 25 (6d6 + 4) necrotic damage and its hit point maximum is reduced by an equal amount until the target finishes a long rest; a successful DC 17 Constitution saving throw prevents both effects. The vampire warlock regains hit points equal to half the damage dealt. The target dies if this effect reduces its hit point maximum to 0.</text>
		</action>
		<action>
			<name>Blood Puppet</name>
			<text>The vampire warlock targets one humanoid it can see within 30 feet. The target must succeed on a DC 17 Wisdom saving throw or be dominated by the vampire warlock as if it were the target of a dominate person spell. The target repeats the saving throw each time the vampire warlock or the vampire's companions do anything harmful to it, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours or until the vampire warlock is destroyed, is on a different plane of existence than the target, or uses a bonus action to end the effect; the vampire warlock doesn't need to concentrate on maintaining the effect.</text>
		</action>
		<action>
			<name>Children of Hell (1/Day)</name>
			<text>The vampire warlock magically calls 2d4 imps or 1 shadow. The called creatures arrive in 1d4 rounds, acting as allies of the vampire warlock and obeying its spoken commands, and remain for 1 hour, until the vampire warlock dies, or until the vampire warlock dismisses them as a bonus action.</text>
		</action>
		<legendary>
			<name>Misty Step</name>
			<text>The vampire warlock uses misty step.</text>
		</legendary>
		<legendary>
			<name>Unarmed Strike</name>
			<text>The vampire warlock makes one unarmed strike.</text>
		</legendary>
		<legendary>
			<name>Call the Blood (Costs 2 Actions).</name>
			<text>The vampire warlock uses call the blood.</text>
		</legendary>
	</monster>
</compendium>
