Aberrant Ground. The ground in a 10-foot radius around the ${name} is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC X Strength saving throw or have its speed reduced to 0 until the start of its next turn.
Creature Feature Compendium
431 of 431 entries
Type: TraitRole: NoneResistance/Protection
Accustomed to Filth. The ${name} has Advantage on saves against contracting diseases.
Example Creatures: Rat
BFRD
Type: ActionRole: Bruiser/BruteAoE
Acid Breath. The ${name} exhales acid in a 60-foot line that is 5 feet wide. Each creature in that line must make a DC Z Dexterity saving throw, taking XdY acid damage on a failed save, or half as much damage on a successful one.
Example Creatures: Adult Black Dragon
SRD
Type: ReactionRole: Bruiser/BruteAoE
Acidic Retribution. When the ${name} takes damage, including any damage that reduces it to 0 HP, it can expel acid from its stinger in a 15-foot line that is 5 feet wide. Each creature in that line must make a DC 14 DEX save, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.
Example Creatures: Mire Fiend
BFRD
Type: TraitRoles: Controller, Defender/Soldier
Adhesive. The ${name} adheres to anything that touches it. A Huge or smaller creature adhered to the ${name} is also Grappled by it (escape DC X). Ability checks made to escape this grapple have Disadvantage.
Example Creatures: Mimic
SRD
Type: Trait, Bonus ActionRoles: Bruiser/Brute, SkirmisherMovement
Aggressive. As a bonus action, the ${name} can move up to its speed toward a hostile creature that it can see.
Example Creatures: Orc
SRD
Type: TraitRole: AmbusherStealth
Ambusher. In the first round of a combat, the ${name} has Advantage on attack rolls against any creature it surprised.
Example Creatures: Doppelganger
SRD
Type: TraitRole: SkirmisherMovement
Amorphous. The ${name} can move through a space as narrow as 1 inch wide without squeezing.
Example Creatures: Black Pudding
Notes: See also: Water Elemental's Water Form
SRD
Type: TraitRole: Skirmisher
Amphibious. The ${name} can breathe air and water.
Example Creatures: Aboleth
Notes: See also: Hold Breath
SRD
Type: TraitRole: Bruiser/Brute
Angelic Weapons. The ${name}'s weapon attacks are magical. When the ${name} hits with any weapon, the weapon deals an extra XdY radiant damage (included in the attack).
Example Creatures: Deva
Notes: See also: Magic Weapons, Hellish Weapons on erynyes
SRD
Type: ActionRole: ControllerAoE
Animate Chains. Up to four chains the ${name} can see within 60 feet of it magically sprout razor-edged barbs and animate under the ${name}'s control, provided that the chains aren't being worn or carried. 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 ${name} 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 ${name} is incapacitated or dies.
Example Creatures: Chain Devil
Notes: BFRD's chain devil has a simpler version
SRD
Type: Action, Bonus ActionRole: Boss
Animate Trees. The ${name} magically animates one or two trees it can see within 60 feet of it. These trees have the same statistics as a ${name}, 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 ${name}. The tree remains animate for 1 day or until it dies; until the ${name} dies or is more than 120 feet from the tree; or until the ${name} takes a bonus action to turn it back into an inanimate tree. The tree then takes root if possible
Example Creatures: Treant
SRD
Type: TraitRole: None
Antimagic Susceptibility. The ${name} is Incapacitated while in the area of an antimagic field. If targeted by dispel magic, the ${name} must succeed on a Constitution saving throw against the caster's spell save DC or fall unconscious for 1 minute.
Example Creatures: Animated Armor, Flying Sword
SRD
Type: TraitRole: Bruiser/Brute
Arcane Weapons. The ${name}’s weapon attacks are magical. When the ${name} hits with any weapon, the weapon deals an extra XdY force damage (included in the attack)
Example Creatures: Mage Apprentice
BFRD
Type: TraitRole: SoloResistance/Protection
Artistic Expression. The ${name} has one primary form of artistic expression, such as song, poetry, dance, fashion, paint, or similar. It is resistant to one type of damage associated with that artistic expression. For example, a ${name} expressing art through song or oration is resistant to thunder damage, a bard expressing art through paint is resistant to acid or poison damage (the ${name}’s choice), and a ${name} expressing art through witty discourse or clever quips is resistant to psychic damage. This trait can’t make the ${name} resistant to force, necrotic, or radiant damage
Example Creatures: Bard
Notes: See also Versatile Artist on virtuoso lich (BFRD)
BFRD
Type: ReactionRoles: Bruiser/Brute, SkirmisherAoETeamwork
Assailing Pheromone. When the ${name} takes damage, it can release a scent perceptible only to other ${name}s. Each ${name} within 10 feet of this ${name} has Advantage on the next attack roll it makes before the end of its next turn.
Example Creatures: Giant Wasp
BFRD
Type: ActionRole: ControllerAoE
Avalanche. The ${name} sends out a wave of snow in a 30-foot cone. Each creature in that area must make a DC Z Dexterity saving throw. On a failure, a creature takes XdY bludgeoning damage and X1dY1 cold damage and is buried. On a success, a creature takes half the damage and isn’t buried. A buried creature is restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC Z Strength check.
Example Creatures: Frost Giant
BFRD
Type: TraitRoles: Defender/Soldier, ArtilleryResistance/Protection
Avoidance. If the ${name} 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.
Example Creatures: Demilich
SRD
Type: TraitRoles: Controller, Defender/SoldierAoE
Barbed Death. When the ${name} dies, its body withers, leaving behind a mass of spikes on the ground in a 10-foot radius centered on the ${name}’s body. The area becomes difficult terrain for 1 minute, and when a creature moves into or within the area, it takes 2d6 piercing damage for every 5 feet it travels.
Example Creatures: Barbed Devil
BFRD
Type: TraitRole: Bruiser/BruteDoT
Barbed Hide. At the start of each of its turns, the ${name} deals XdY piercing damage to any creature grappling it.
Example Creatures: Barbed Devil
Notes: See also: Heated Body
SRD
Type: ReactionRole: Defender/SoldierResistance/Protection
Barnacle Block. When the ${name} takes damage from a source it can see, the ${name} can shift the barnacles and scales on its body to absorb some of the impact, reducing the damage by XdY.
Example Creatures: Sea Hag
BFRD
Type: TraitRole: NoneMovement
Beast of Burden. The ${name} is considered to be a Large animal for the purpose of determining its carrying capacity.
Example Creatures: Mule
SRD
Type: Bonus ActionRole: Controller
Beckon. The ${name} pulses its lightly gently toward one creature it can see within R feet of it. The target must succeed on a DC Z Wisdom saving throw or use its reaction to move up to its speed toward the ${name} by the most direct route. It doesn’t avoid opportunity attacks or damaging terrain when moving.
Example Creatures: Will-o'-Wisp
BFRD
Type: Action, ReactionRole: Bruiser/Brute
Berserk. Whenever the ${name} starts its turn with 60 hit points or fewer, roll a d6. On a 6, the ${name} goes berserk. On each of its turns while berserk, the ${name} attacks the nearest creature it can see. If no creature is near enough to move to and attack, the ${name} attacks an object, with preference for an object smaller than itself. Once the ${name} goes berserk, it continues to do so until it is destroyed or regains all its hit points.
Example Creatures: Clay Golem
SRD
Type: ActionRole: Artillery
Bile Spit. Ranged Weapon Attack: +A to hit, range R1/R2 ft., one creature. Hit: XdY acid damage, and the target must succeed on a DC Z Constitution saving throw or be smelly for 1 hour or until a creature spends 1 minute cleaning off the spit. A smelly creature has Disadvantage on Charisma checks.
Example Creatures: Camel
BFRD
Type: TraitRole: Bruiser/Brute
Bioluminescent Slime. The ${name} sheds bright light in a 5- to 20-foot radius and dim light for an additional number of feet equal to the chosen radius. The ${name} can alter the radius as a bonus action. In addition, the ${name} has Advantage on attack rolls against a creature if at least one other ${name} is within 5 feet of the creature and that other ${name} isn’t Incapacitated.
Example Creatures: Lantern Hagfish
BFRD
Type: LegendaryRole: ControllerAoE
Blasphemous Word. The ${name} utters a blasphemous word. Each non-undead creature within 10 feet of the ${name} that can hear the magical utterance must succeed on a DC Z Constitution saving throw or be Stunned until the end of the ${name}'s next turn
Example Creatures: Mummy Lord
SRD
Type: Bonus ActionRole: ControllerAoE
Blazing Bulwark. The ${name} creates fire in a R1-foot line that is 1 foot wide, originating from a point the ${name} can see within R1 feet of it. This line is an opaque wall that is 3 feet tall and provides half-cover to creatures behind it. A creature that moves through the line takes damage as if it touched the ${name}. The line of fire lasts for 1 minute or until the ${name} uses this bonus action again.
Example Creatures: Azer
BFRD
Type: Bonus ActionRoles: Bruiser/Brute, AmbusherDoT
Bleed Prey. The ${name} chooses a creature it can see within 30 feet of it to be its prey until the prey dies, until the ${name} dies, or until the ${name} uses this bonus action on another creature. While within 60 feet of its prey, the ${name} can pinpoint its prey’s location. In addition, if the ${name} hits the prey with at least two melee weapon attacks, the ${name} rends the prey’s flesh, and the prey must succeed on a DC Z Constitution saving throw or lose XdY hit points at the start of its next turn, as the wound bleeds excessively
Example Creatures: Weretiger
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Bleeding Frenzy. The ${name} enters a frenzy until the start of its next turn. Until the frenzy ends, the ${name} deals an extra XdY damage of the weapon’s type each time it hits with a melee weapon attack, and the ${name} takes an extra XdY damage of the weapon’s type the first time it is hit with a melee weapon attack before the frenzy ends.
Example Creatures: Minotaur
BFRD
Type: TraitRole: NoneSenses
Blind Senses. The ${name} can't use its blindsight while Deafened and unable to smell.
Example Creatures: Grimlock
Notes: See also: Echolocation
SRD
Type: LegendaryRole: ControllerAoE
Blinding Dust. Blinding dust and sand swirls magically around the ${name}. Each creature within 5 feet of the ${name} must succeed on a DC Z Constitution saving throw or be Blinded until the end of the creature's next turn.
Example Creatures: Mummy Lord
SRD
Type: ActionRole: Bruiser/Brute
Blood Drain. Melee Weapon Attack: +X to hit, reach 5 ft., one creature. Hit: XdY piercing damage, and the ${name} attaches to the target. While attached, the ${name} doesn't attack. Instead, at the start of each of the ${name}'s turns, the target loses XdY hit points due to blood loss. The ${name} can detach itself by spending 5 feet of its movement. It does so after it drains Z hit points of blood from the target or the target dies. A creature, including the target, can use its action to detach the ${name}.
Example Creatures: Stirge
SRD
Type: TraitRole: Bruiser/Brute
Blood Frenzy. The ${name} has Advantage on melee attack rolls against any creature that doesn't have all its hit points.
Example Creatures: Sahuagin
SRD
Type: TraitRole: AmbusherSenses
Blood Sense. The ${name} can pinpoint, by scent, the location of creatures that don’t have all of their HP within 120 feet of it and can sense the general direction of such creatures within 1 mile of it.
Example Creatures: Giant Shark
BFRD
Type: Bonus ActionRole: SoloAoE
Bloody Burst. The ${name} squeezes the stumps of its severed heads, spraying blood and gore. Each creature within 5 feet of the ${name} must succeed on a DC Z Constitution saving throw or be Incapacitated until the end of its next turn and Poisoned for 1 minute. A Poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Example Creatures: Hydra
BFRD
Type: Bonus ActionRole: LeaderTeamwork
Bolster Undead. The ${name} sends necrotic power into up to three friendly Undead it can see, other than itself, within 30 feet of it. Each target regains XdY HP and has advantage on the next attack roll it makes before the start of the ${name}’s next turn.
Example Creatures: Mummy Lord
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Bolstering Bugle. The ${name} bugles its might at its opponents, bolstering its confidence. It has Advantage on the next attack roll it makes before the start of its next turn.
Example Creatures: Giant Elk
BFRD
Type: TraitRole: Defender/Soldier
Bound. The ${name} is magically bound to an amulet. As long as the ${name} and its amulet are on the same plane of existence, the amulet's wearer can telepathically call the ${name} to travel to it, and the ${name} knows the distance and direction to the amulet. If the ${name} is within 60 feet of the amulet's wearer, half of any damage the wearer takes (rounded up) is transferred to the ${name}
Example Creatures: Shield Guardian
SRD
Type: ReactionRole: Bruiser/Brute
Brambly Bark. When a creature the ${name} can see hits it with a melee attack while within R feet of it, the ${name} can extend sharp brambles along its body, dealing XdY piercing damage to the attacker.
Example Creatures: Wood Herald
BFRD
Type: TraitRole: Defender/SoldierResistance/Protection
Brave. The ${name} has Advantage on saving throws against being Frightened.
Example Creatures: Gladiator
SRD
Type: TraitRole: Bruiser/Brute
Brute. A melee weapon deals one extra die of its damage when the ${name} hits with it (included in the attack).
Example Creatures: Gladiator
SRD
Type: Bonus ActionRole: SkirmisherAoEMovement
Burning Hoofprints. The ${name} increases the intensity of the heat on its hooves. Until the start of its next turn, it leaves burning hoofprints in any surface through which it walks, creating a trail of fire in its wake. A creature that enters a space with burning hoofprints for the first time on a turn or starts its turn there must succeed on a DC Z Dexterity saving throw or take 3 (1d6) fire damage. The hoofprints stop burning at the start of the ${name}’s next turn.
Example Creatures: Nightmare
BFRD
Type: ActionRole: Bruiser/BruteDoTMovement
Burrowing Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY piercing damage. If the target is a prone creature that isn’t a Construct or Undead, the ${name} can burrow into the creature’s flesh. While burrowed into a creature, the ${name} can’t attack, and at the start of each of the ${name}’s turns, the target loses XdY HP as the ${name} consumes it from the inside. The burrowed ${name} moves with the target whenever the target moves, requiring none of the ${name}’s movement. It can detach itself by spending 5 feet of its movement on its turn. It does so after it consumes M HP worth of flesh from the target or the target dies. A creature, including the target, can take its action to extract the burrowed ${name} by succeeding on a DC Z Wisdom (Medicine) check.
Example Creatures: Lantern Hagfish
BFRD
Type: TraitRole: SkirmisherTeamwork
Cackling Chorus. If three or more hyenas are all within 30 feet of each other, their cackling, grunts, whoops, and yips create a deafening chorus. A creature that starts its turn within 10 feet of such a ${name} must succeed on a Constitution saving throw or be Deafened until the start of its next turn. The DC is equal to 8 plus the number of participating hyenas.
Example Creatures: Hyena
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Call Blood. The ${name} calls to the blood within one injured creature it can see within R feet of it, causing blood to pour from the creature’s wounds. If the target doesn’t have all its HP, it must make a DC Z Constitution saving throw, losing XdY HP on a failed saving throw, or losing half as much HP on a successful one. Before the end of its next turn, the ${name} has advantage on the next attack roll it makes against a creature that failed the saving throw.
Example Creatures: Vampire Spawn
BFRD
Type: ActionRole: Controller
Call Muse. The ${name} chooses one Beast or Humanoid it can see within R feet of it to be its muse. The target must succeed on a DC Z Wisdom saving throw or become the ${name}’s muse and be Charmed by the ${name} for 1 minute. While Charmed, the muse has a speed of 0 and is Incapacitated as it watches or listens to the ${name}’s artistic expression. The muse 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 ${name}’s Call Muse for the next 24 hours. If the ${name} suffers harm from the ${name}, it is no longer Charmed. The ${name} can have only one muse at a time. If it charms another, the effect on the previous muse ends. If the ${name} is within R feet of its muse and can see its muse, the ${name} has advantage on its first Artistic Flourish attack each round against a creature that isn’t its muse.
Example Creatures: Virtuoso Lich
BFRD
Type: ReactionRole: ControllerTeamwork
Call on Fate. When the ${name} is attacked by a creature it can see, it can pluck the strands of fate around the creature, imposing disadvantage on that attack roll. If the attack misses, the ${name} or one friendly creature it can see within 30 feet of it has advantage on the next attack roll it makes against the attacker before the end of the ${name}’s next turn
Example Creatures: Wyrdling
BFRD
Type: TraitRole: NoneResistance/Protection
Camel Resilience. The ${name} is resistant to exhaustion, and it requires only half the amount of water that a typical Beast of its size needs.
Example Creatures: Camel
BFRD
Type: TraitRole: AmbusherSenses
Carrion Sense. The ${name} can pinpoint, by scent, the location of carrion, dead creatures, and Undead without the Incorporeal Movement trait within 60 feet of it.
Example Creatures: Vulture
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Catch Rider. If the ${name}’s rider fails a check or save to remain in the saddle or is subjected to an effect that would dismount it, the ${name} can shift to catch the falling rider, preventing the rider from being dismounted.
Example Creatures: Pegasus
BFRD
Type: ReactionRoles: Bruiser/Brute, SoloResistance/Protection
Catch Snack. When the ${name} is the target of a ranged weapon attack that uses ammunition made mostly of wood, such as an arrow, the ${name} can attempt to catch and eat the ammunition. The ${name} must make a DC Z Dexterity saving throw. On a success, it gains XdY temporary HP and prevents the attack’s damage.
Example Creatures: Flinderbeast
BFRD
Type: ActionRoles: Controller, AmbusherDoT
Cause Sorrow. One creature the ${name} can see within 10 feet of it must succeed on a DC 14 CHA save or be filled with sorrow for 1 minute. While filled with sorrow, a creature is incapacitated and experiences visions or memories of sorrowful events. The target can repeat the save at the end of each of its turns (if conscious) or end of each hour (if unconscious), ending the effect on itself on a success. For each hour an unconscious creature is affected, its HP maximum is reduced by 5 (1d10). This reduction lasts until removed by the greater restoration spell or similar magic. The creature dies if this effect reduces its HP maximum to 0. If an unconscious creature suffers from Cause Sorrow for at least 1 hour, it doesn’t gain any benefits from the rest. The ${name} can have only one creature filled with sorrow at a time. If it uses Cause Sorrow on another, the effect on the previous creature ends.
Example Creatures: Night Hag
BFRD
Type: Bonus ActionRole: LeaderTeamwork
Celestial Tactics. The ${name} uses one of the following tactics:
Empower Strikes. The ${name} sends divine power into the weapons of up to two friendly creatures it can see within 30 feet of it. Each target has Advantage on the next weapon attack roll it makes before the start of the ${name}’s next turn. If that attack hits, the weapon deals an extra XdY radiant damage.
Inspire Resolve. One friendly creature the ${name} can see within 30 feet of it gains XdY temporary HP and becomes immune to the Charmed and Frightened conditions until the start of the ${name}’s next turn, ending any effect currently causing the target to be Charmed or Frightened.
Manipulate Battlefield. The ${name} commands up to three friendly creatures it can see to reposition themselves on the battlefield. Each target can use a reaction to move up to half its speed in a direction of the ${name}’s choice. This movement is unaffected by difficult terrain and doesn’t provoke opportunity attacks.Example Creatures: Solar
BFRD
Type: Bonus ActionRole: Controller
Challenging Snort. The ${name} snorts and stomps its feet at a creature it can see within 30 feet of it. The target must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its next turn and have Disadvantage on the next saving throw it makes against being knocked Prone by the ${name}
Example Creatures: Wereboar
BFRD
Type: TraitRole: AmbusherStealth
Chameleon Skin. The ${name} has Advantage on Dexterity (Stealth) checks made to hide.
Example Creatures: Troglodyte
Notes: See also: Stone Camouflage
SRD
Type: Bonus ActionRoles: Leader, Defender/Soldier
Champion’s Challenge. The ${name} challenges one creature it can see within 30 feet of it. The target must succeed on a DC Z Charisma saving throw or have Disadvantage on attack rolls against creatures that aren’t the ${name} until the end of its next turn
Example Creatures: Knight
BFRD
Type: ActionRole: AmbusherStealth
Change Shape. The ${name} 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 ${name}'s choice). In a new form, the ${name} 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 ${name} can use its bite in that form.
Example Creatures: Deva, Couatl
Notes: Night Hag and Oni have simpler versions of this action
SRD
Type: LegendaryRole: ControllerAoE
Channel Negative Energy. The ${name} magically unleashes negative energy. Creatures within 60 feet of the ${name}, including ones behind barriers and around corners, can't regain hit points until the end of the ${name}'s next turn.
Example Creatures: Mummy Lord
SRD
Type: TraitRoles: Bruiser/Brute, SkirmisherMovement
Charge. If the ${name} moves at least 10 feet straight toward a target and then hits it with an ${attack} attack on the same turn, the target takes an extra XdY ${damageType} damage. If the target is a creature, it must succeed on a DC Z Strength saving throw or be pushed up to M feet away and knocked Prone.
Example Creatures: Minotaur, Boar
Notes: Boar has slightly simpler and weaker variant. See also: Pounce
SRD
Type: Bonus ActionRole: Controller
Charming Mewl. The ${name} emits a soft, high-pitched meow at a creature it can see within 10 feet of it. The target must succeed on a DC Z Charisma saving throw or be Charmed until the end of its next turn. If a creature’s save is successful or the effect ends for it, the creature is immune to the ${name}’s Charming Mewl for the next 24 hours.
Example Creatures: Cat
BFRD
Type: TraitRole: LeaderTeamwork
Chivalrous Presence. The ${name} exudes a powerful presence. At the start of each of the ${name}’s turns, it chooses one of the following presences, which lasts until the start of the ${name}’s next turn.
Empowering Presence. Each friendly creature that starts its turn within 15 feet of the ${name} has advantage on the first attack roll it makes before this presence ends.
Protective Presence. Hostile creatures have disadvantage on attack rolls against friendly creatures within 5 feet of the ${name}.
Unwavering Presence. Each friendly creature within 15 feet of the ${name} is resistant to the charmed and frightened conditions.Example Creatures: Knight
BFRD
Type: ReactionRoles: Controller, Leader
Circling Sharks. If the ${name} ends its turn within 10 feet of at least two other friendly ${name} or sharks, the ${name} can snap its teeth at one creature within 15 feet of it that it can see and that can see or hear it. The target must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its next turn.
Example Creatures: Sahuagin
BFRD
Type: Bonus ActionRole: ControllerAoE
Cloud Cover. The ${name} creates a 20-foot cube of clouds centered on a point it can see within 60 feet of it. The cube spreads around corners, and its area is heavily obscured. The cloud lasts for 1 minute, until the ${name} dies, or until the ${name} uses this bonus action again.
Example Creatures: Cloud Giant
BFRD
Type: Bonus ActionRoles: Controller, AmbusherStealth
Clouded Eyes. The ${name} condenses the air or water around the head or eyes of up to two creatures it can see within R feet of it. Each target must succeed on a DC Z Dexterity saving throw or be Blinded until the end of its next turn.
Example Creatures: Sila
BFRD
Type: TraitRole: None
Clumsy. While not flying, the ${name} is vulnerable to the Grappled, Prone, and Restrained conditions.
Example Creatures: Wyvern
BFRD
Type: TraitRole: LeaderSenses
Collective Mind. The ${name}’s individual insects and swarms under its control are connected via a hive mind. It can telepathically communicate with any of its individual insects and swarms within 1 mile of it, and it can’t be surprised. It can have up to five swarms of insects under its control at a time.
Example Creatures: Hivebound
BFRD
Type: ActionRoles: Leader, BossMovement
Command Horde. The ${name} commands up to five friendly skeletons or zombies to do one of the following:
Protect. Until the start of the ${name}’s next turn, each time a friendly creature within 5 feet of a target is attacked, the target can use its reaction to intercept the attack, becoming the target instead.
Overwhelm. Until the start of the ${name}’s next turn, each target has advantage on attack rolls against a creature on its turn if at least one other target is within 5 feet of the creature and the allied target isn’t incapacitated.
Shamble. Each target uses its reaction to move up to its speed in a direction chosen by the ${name}. If this movement provokes an opportunity attack, that attack is made with disadvantage.Example Creatures: Wight
BFRD
Type: TraitRole: Defender/SoldierResistance/Protection
Confer Fire Resistance. The ${name} can grant resistance to fire damage to anyone riding it
Example Creatures: Nightmare
Notes: See also: Riding Flames
SRD
Type: ActionRole: Controller
Constrict. Melee Weapon Attack: +M to hit, reach 5 ft., one creature. Hit: XdY bludgeoning damage, and the target is Grappled (escape DC Z). Until this grapple ends, the creature is Restrained, and the ${name} can't constrict another target.
SRD
Type: Trait, Bonus ActionRole: Solo
Consume Life. As a bonus action, the ${name} 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 Z Constitution saving throw against this magic or die. If the target dies, the ${name} regains XdY hit points
Example Creatures: Will-o'-Wisp
SRD
Type: Bonus ActionRoles: Bruiser/Brute, Defender/Soldier
Consuming Rend. The ${name} violently digs its small, torso claws into one creature it is grappling. The target must make a DC Z Dexterity saving throw, taking XdY slashing damage on a failed save, or half as much damage on a successful one. The ${name} then regains HP equal to the damage dealt.
Example Creatures: Golmana
BFRD
Type: ReactionRoles: Skirmisher, Bruiser/Brute
Coral Scrape. When a creature the ${name} can see hits it with a melee attack while within 5 feet of it, the ${name} can twist its body to scrape the attacker’s arm or similar attacking appendage across the rough coral of its armor. The attacker must succeed on a DC Z Dexterity saving throw or have Disadvantage on the next attack roll it makes before the end of its next turn, as its attacking appendage hurts from the abrasion
Example Creatures: Merfolk
BFRD
Type: ActionRoles: Controller, Solo
Corroding Pseudopod. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY bludgeoning damage plus X1dY1 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
Example Creatures: Gray Ooze
SRD
Type: TraitRole: Solo
Corrosive Form. A creature that touches the ${name} or hits it with a melee attack while within 5 feet of it takes XdY acid damage. Any nonmagical weapon made of metal or wood that hits the ${name} 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 ${name} is destroyed after dealing damage. The ${name} can eat through 2-inch-thick, nonmagical wood or metal in 1 round
Example Creatures: Black Pudding
SRD
Type: ReactionRoles: Controller, Solo
Counter Spell. When a creature the ${name} can see within 30 feet of it casts a spell, the ${name} can counter the spell, interrupting the casting. This reaction works like the counterspell spell with a +5 spellcasting ability check, except the ${name} must always make the ability check, regardless of the spell’s circle. The ${name} has advantage on this check if the spell is on the Arcane source spell list
Example Creatures: Archmage
BFRD
Type: ReactionRole: Bruiser/Brute
Counterattack. When a creature the ${name} can see hits it with a melee attack while within 5 feet of it, the skeleton can make one ${attackName} attack against the attacker.
Example Creatures: Minotaur Skeleton
BFRD
Type: ActionRole: Leader
Create Specter. The ${name} 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 ${name}'s control. The ${name} can have no more than seven specters under its control at one time
Example Creatures: Wraith
SRD
Type: Bonus ActionRole: Controller
Create Whirlwind. The ${name} creates whirlwinds of air around up to two creatures it can see within R1 feet of it. Each target must succeed on a DC Z STR check or be Restrained by a whirlwind. A creature, including the target, can take its action to free the Restrained target by succeeding on a DC Z Strength check. While at least one creature is Restrained by one of these whirlwinds, the ${name} can use this bonus action to move the whirlwind up to R2 feet, and the Restrained target moves with it.
Example Creatures: Djinni
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Crush. One creature Grappled by the ${name} must succeed on a DC Z Strength check or take XdY bludgeoning damage and begin suffocating. The creature continues suffocating until the grapple ends.
Example Creatures: Constrictor Snake
BFRD
Type: ReactionRole: Skirmisher
Crystalline Flash. When a creature the ${name} can see within 5 feet of it attacks it, it can throw a magic-infused crystal on the ground, shattering the crystal in a brilliant flash of light. If the attacker uses sight to perceive the ${name}, the attacker must succeed on a DC Z Dexterity saving throw or have Disadvantage on the attack roll.
Example Creatures: Deep Gnome
BFRD
Type: Trait, Bonus ActionRoles: Ambusher, Artillery, SkirmisherMovementStealth
Cunning Action. On each of its turns, the ${name} can use a bonus action to take the Dash, Disengage, or Hide action.
SRD
Type: TraitRole: Defender/SoldierResistance/Protection
Damage Absorption. Whenever the ${name} is subjected to ${damageType} damage, it takes no damage and instead regains a number of hit points equal to the ${damageType} damage dealt.
Example Creatures: Clay Golem, Shambling Mound
SRD
Type: TraitRoles: Defender/Soldier, Bruiser/BruteResistance/Protection
Damage Transfer. While attached to a creature, the ${name} takes only half the damage dealt to it (rounded down), and that creature takes the other half.
Example Creatures: Cloaker, Animated Rug
SRD
Type: TraitRole: Defender/SoldierResistance/Protection
Dark Devotion. The ${name} has Advantage on saving throws against being charmed or Frightened.
Example Creatures: Cultist
SRD
Type: ActionRole: ControllerAoE
Darkness Aura. A 15-foot radius of magical darkness extends out from the ${name}, moves with it, and spreads around corners. The darkness lasts as long as the ${name} 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.
Example Creatures: Darkmantle
SRD
Type: ActionRole: SkirmisherMovement
Deadly Leap. If the ${name} 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 Z Strength or Dexterity saving throw (target's choice) or be knocked Prone and take XdY ${damageType} damage. On a successful save, the creature takes only half the damage, isn't knocked Prone, and is pushed 5 feet out of the ${name}'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 ${name}'s space.
Example Creatures: Bulette
SRD
Type: Trait, ReactionRole: SkirmisherAoE
Death Burst. When the ${name} dies, it explodes in a burst of dust. Each creature within 5 feet of it must then succeed on a DC X 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.
Example Creatures: Dust Mephit
Notes: See other mephits for slightly different variants. See Balor for a much more powerful version
SRD
Type: ActionRole: Controller
Death Glare. The ${name} targets one Frightened creature she can see within 30 feet of her. If the target can see the ${name}, it must succeed on a DC X Wisdom saving throw against this magic or drop to 0 hit points.
Example Creatures: Sea Hag
Notes: Looks too powerful for CR 2
SRD
Type: Bonus ActionRole: Bruiser/Brute
Death Roll. One creature Grappled by the ${name} must make a DC Z Strength saving throw, taking XdY slashing damage on a failed save, or half as much damage on a successful one.
Example Creatures: Giant Crocodile
BFRD
Type: ReactionRole: Controller
Defend Me, Love! When a creature the ${name} can see within 5 feet of a creature Charmed by the ${name} attacks the ${name}, the ${name} can command the Charmed creature to use its reaction to make one melee weapon attack against the attacker.
Example Creatures: Succubus
BFRD
Type: ReactionRoles: Bruiser/Brute, Solo
Defensive Bile. When a creature the ${name} can see hits it with a melee attack while within 5 feet of it, the vulture can spit partially digested carrion at the creature. The attacker must succeed on a DC Z Constitution saving throw or take XdY acid damage and be Incapacitated until the end of its next turn.
Example Creatures: Giant Vulture
BFRD
Type: TraitRole: Bruiser/Brute
Demonic Flames. Creatures resistant to fire damage aren’t resistant to fire damage dealt by the ${name}. Creatures immune to fire damage are still immune to the ${name}’s fire damage.
Example Creatures: Balor
BFRD
Type: TraitRoles: Solo, Defender/SoldierResistance/Protection
Demonic Resilience. The ${name} is resistant to cold and lightning damage. In addition, it is immune to poison damage and to the poisoned condition.
Example Creatures: Balor, Lemure
BFRD
Type: ReactionRoles: Skirmisher, SoloMovement
Detach Tail. When the ${name} takes damage, it can detach its tail, reducing the damage by XdY, and immediately move up to its speed without provoking opportunity attacks.
Example Creatures: Lizard
BFRD
Type: LegendaryRoles: Boss, Solo
Detect. The ${name} automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each
Example Creatures: Aboleth
BFRD
Type: TraitRole: NoneSenses
Devil's Sight. Magical darkness doesn't impede the ${name}'s darkvision.
Example Creatures: Barbed Devil
SRD
Type: Bonus ActionRoles: Leader, BossMovementTeamwork
Devilish Command. The ${name} shouts one of the following commands at one creature it can see within 30 feet of it. The target must succeed on a DC 15 CHA save or obey the command. A lesser devil, such as a barbed devil or lemure, has disadvantage on this save.
Attack. The target uses its reaction to make one melee or ranged attack (the devil’s choice) against one creature the target can see within its weapon’s range.
Beg for Mercy. The target immediately falls prone and can’t cast spells with verbal components on its next turn as it is magically compelled to speak pleas of mercy.
Flee. The target uses its reaction to move up to its speed directly away from the ${name}. This movement doesn’t provoke opportunity attacks, but the target doesn’t avoid damaging terrain, such as lava.Example Creatures: Bone Devil
BFRD
Type: TraitRoles: Solo, Bruiser/Brute
Disciplined Fighter. At the start of each of its turns, the ${name} chooses one of the following fighting styles to adopt, which lasts until the start of the ${name}’s next turn.
Aggressive. The ${name} has Advantage on the first attack it makes on its turn, but the next attack roll against the erinyes has Advantage.
Retributive. The next time the ${name} is hit by a melee weapon attack from a creature within 5 feet of it, the erinyes can make one Longsword attack against the attacker (no action required).
Defensive. The next time ${name} uses the Parry reaction, it takes only half the damage if the attack hits and regains XdY HP if the attack doesn’t hit.Example Creatures: Erinyes
BFRD
Type: Bonus ActionRole: ControllerAoE
Discordant Shatter. The ${name} throws a magic-infused crystal at a point it can see within 30 feet of it, shattering the crystal, which emits a rapid series of discordant waves of magic. Each creature within 10 feet of that point must succeed on a DC Z Constitution saving throw or be Incapacitated until the end of its next turn. A creature sensitive to or proficient in the use of magic, such as a spellcaster, has Disadvantage on this saving throw.
Example Creatures: Deep Gnome
BFRD
Type: ActionRoles: Controller, SoloAoE
Dissonant Outburst. Each creature within 30 feet of the ${name} and that can see or hear it must make a DC Z Wisdom saving throw. On a failure, a creature takes XdY thunder damage and X2dY2 psychic damage and has disadvantage on attack rolls and ability checks until the end of its next turn. On a success, a creature takes half the damage and doesn’t have disadvantage on attack rolls and ability checks.
Example Creatures: Bard
BFRD
Type: TraitRoles: Solo, Defender/Soldier
Divine Blessing. The ${name} is resistant to necrotic damage or radiant damage, as appropriate for the ${name}’s deity
Example Creatures: Priest
BFRD
Type: Trait, Bonus ActionRole: Bruiser/Brute
Divine Eminence. As a bonus action, the ${name} can expend a spell slot to cause its melee weapon attacks to magically deal an extra XdY radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the ${name} expends a spell slot of 2nd level or higher, the extra damage increases by 1dY for each level above 1st.
Example Creatures: Priest
SRD
Type: TraitRole: Defender/Soldier
Divine Providence. Each friendly creature within 20 feet of the ${name} that isn’t a Construct or Undead has advantage on death saving throws
Example Creatures: Acolyte
BFRD
Type: TraitRole: Bruiser/Brute
Divine Weapons. The ${name}’s weapons are shrouded in dark or golden flames, as appropriate for the ${name}’s deity. When the ${name} hits with any weapon, the weapon deals an extra XdY necrotic damage or radiant damage (included in the attack), the ${name}’s choice
Example Creatures: Priest
BFRD
Type: Trait, Bonus ActionRoles: Ambusher, Bruiser/BruteMovement
Diving Assault. If the ${name} is flying and moves at least 30 feet straight toward a creature and then hits it with an ${attackName} attack on the same turn, that target must succeed on a DC 20 STR save or be knocked Prone. If the target is prone, the ${name} can make one ${attackName} attack against it as a bonus action.
Example Creatures: Balor
BFRD
Type: Bonus ActionRoles: Controller, Solo
Dizzying Screech. The ${name} releases a dizzying screech at one creature within 10 feet of it. If the target can hear the screech, it must succeed on a DC Z Constitution saving throw or be disoriented until the end of its next turn. When a disoriented creature moves, it moves in a random direction.
Example Creatures: Giant Bat
BFRD
Type: TraitRole: NoneMovement
Draft Animal. The ${name} can push, drag, or lift weight in pounds equal to three times its carrying capacity.
Example Creatures: Draft Horse
BFRD
Type: ActionRoles: Controller, Solo
Dreadful Glare. The ${name} targets one creature it can see within 60 feet of it. If the target can see the ${name}, it must succeed on a DC X Wisdom saving throw against this magic or become Frightened until the end of the ${name} 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 ${name}s for the next 24 hours.
Example Creatures: Mummy, Mummy Lord
SRD
Type: Bonus ActionRole: ControllerAoE
Dual Bark. The ${name}’s two heads bark at creatures in two R-foot cones. Each creature in the area of a cone must succeed on a DC Z Constitution saving throw or be Deafened until the end of its next turn. If the cones overlap each other, each creature in overlapping cones must make only one save with disadvantage rather than one save for each cone.
Example Creatures: Death Dog
BFRD
Type: TraitRole: AmbusherMovementStealth
Earth Glide. The ${name} can burrow through nonmagical, unworked earth and stone. While doing so, the ${name} doesn't disturb the material it moves through.
Example Creatures: Xorn
SRD
Type: TraitRole: AmbusherStealth
Earthen Camouflage. The ${name}’s Stealth is 14 while in muddy, rocky, sandy, or stony terrain.
Example Creatures: Earth Elemental
BFRD
Type: TraitRole: NoneSenses
Echolocation. The ${name} can't use its blindsight while Deafened.
Example Creatures: Darkmantle, Giant Bat
SRD
Type: TraitRole: None
Electrical Malfunction. Whenever the ${name} takes lightning damage, it must succeed on a DC Z Wisdom saving throw or be incapacitated until the end of its next turn.
Example Creatures: Robot Drone
BFRD
Type: TraitRole: None
Electrical Sensitivity. Whenever the ${name} takes lightning damage, it must succeed on a DC Z Constitution saving throw or be Incapacitated until the end of its next turn.
Example Creatures: Giant Shark
BFRD
Type: Trait, ReactionRole: None
Elemental Demise. If the ${name} dies, its body disintegrates into a warm breeze, leaving behind only equipment the ${name} was wearing or carrying.
Example Creatures: Djinni, Efreeti
SRD
Type: ActionRoles: Solo, Bruiser/Brute
Engulf. The ${name} moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the ${name} enters a creature's space, the creature must make a DC Z Dexterity saving throw. On a successful saving throw, the creature can choose to be pushed 5 feet back or to the side of the ${name}. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. On a failed saving throw, the ${name} enters the creature's space, and the creature takes XdY acid damage and is engulfed. The engulfed creature can't breathe, is Restrained, and takes X1dY1 acid damage at the start of each of the ${name}'s turns. When the ${name} moves, the engulfed creature moves with it. An engulfed creature can try to escape by taking an action to make a DC Z Strength check. On a success, the creature escapes and enters a space of its choice within 5 feet of the ${name}
Example Creatures: Gelatinous Cube
Notes: See also shambling mound's Engulf.
SRD
Type: ActionRoles: Defender/Soldier, Bruiser/Brute
Enlarge. For 1 minute, the ${name} magically increases in size, along with anything it is wearing or carrying. While enlarged, the ${name} 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 ${name} lacks the room to become Large, it attains the maximum size possible in the space available.
Example Creatures: Duergar
SRD
Type: Bonus ActionRole: Controller
Entangling Roots. One creature on the ground the ${name} can see within 10 feet of it must succeed on a DC Z Strength saving throw or be restrained by roots until the end of its next turn.
Example Creatures: Awakened Tree
BFRD
Type: Bonus ActionRole: Solo
Entertaining Display. The ${name} slams its spear against its shield, twirls its spear, or roars while flexing, entertaining or intimidating up to two creatures it can see within 15 feet of it. Each target must succeed on a DC Z Charisma saving throw or be Charmed or Frightened (the gladiator’s choice) until the end of its next turn
Example Creatures: Gladiator
BFRD
Type: Bonus ActionRoles: Artillery, SkirmisherMovement
Escape to Report. The ${name} takes the Dash or Disengage action.
Example Creatures: Scout
BFRD
Type: Trait, Bonus ActionRoles: Ambusher, SkirmisherMovementStealth
Ethereal Jaunt. As a bonus action, the ${name} can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Example Creatures: Phase Spider
SRD
Type: TraitRoles: Ambusher, SkirmisherSenses
Ethereal Sight. The ${name} can see 60 feet into the Ethereal Plane when it is on the Material Plane, and vice versa.
Example Creatures: Ghost
SRD
Type: TraitRoles: Solo, Ambusher, Skirmisher
Ethereal Stride. The ${name} and up to three willing creatures within 5 feet of it magically enter the Ethereal Plane from the Material Plane, or vice versa
Example Creatures: Nightmare
SRD
Type: TraitRoles: Artillery, SkirmisherResistance/Protection
Evasion. If the ${name} is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the ${name} instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Example Creatures: Assassin
SRD
Type: Bonus ActionRole: SkirmisherMovement
Evasive Flight. The ${name} takes the Disengage or Dodge action. It can use this bonus action only while flying.
Example Creatures: Hawk
BFRD
Type: LegendaryRole: Bruiser/Brute
Excessive Bleeding. Each creature within 15 feet of the ${name} that doesn’t have all its HP must succeed on a DC Z Constitution saving throw or lose XdY HP as its wounds bleed profusely. Before the end of its next turn, the ${name} has advantage on the next attack roll it makes against a creature that failed this saving throw.
Example Creatures: Vampire
BFRD
Type: TraitRole: Bruiser/Brute
Expressive Weapons. When the ${name} hits with any weapon, the weapon deals an extra XdY damage of the type determined by Artistic Expression
Example Creatures: Bard
BFRD
Type: TraitRole: AmbusherStealth
False Appearance. If the ${name} is motionless at the start of combat, it has Advantage on its initiative roll. Moreover, if a creature hasn't observed the ${name} move or act, that creature must succeed on a DC X Intelligence (Investigation) check to discern its true nature.
Notes: This is a MPMM version. MM'14 has a simpler variant, see Animated Armor. See also: Transparent
SRD
Type: Bonus ActionRole: Bruiser/Brute
Fan the Flames. The ${name} flaps its wings in the direction of one ignited creature it can see within 15 feet of it. The flames coating the target flare up and generate excess smoke. The target must succeed on a DC Z Constitution saving throw or be Blinded until the end of its next turn.
Example Creatures: Scorch Drake
BFRD
Type: TraitRole: AmbusherSenses
Faultless Tracker. The ${name} knows the direction and distance to its quarry as long as the two of them are on the same plane of existence.
Example Creatures: Invisible Stlaker
SRD
Type: TraitRole: ControllerAoE
Fear Aura. Any creature hostile to the ${name} that starts its turn within 20 feet of the ${name} must make a DC Z Wisdom saving throw, unless the ${name} 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 ${name}'s Fear Aura for the next 24 hours.
Example Creatures: Pit Fiend
SRD
Type: Bonus ActionRoles: Skirmisher, Bruiser/Brute
Feint. The ${name} makes a feint at one creature within 5 feet of it, pretending to go in for an attack in one direction only to change it up at the last moment. The target must succeed on a DC Z Wisdom saving throw or the ${name} has Advantage on the next attack roll it makes against the target
Example Creatures: Spy
BFRD
Type: ActionRole: ControllerAoE
Fetid Cloud. A 10-foot radius of disgusting green gas extends out from the ${name}. 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 Z 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.
Example Creatures: Dretch
SRD
Type: Bonus ActionRole: Bruiser/Brute
Fetid Feast. The ${name} draws sustenance from a Medium or larger pile of carrion or rotting vegetation within 5 feet of it. It regains XdY HP. The ${name} can’t use Fetid Feast on a pile of carrion or vegetation if it or another ${name} has already used Fetid Feast on that pile.
Example Creatures: Mycolid
BFRD
Type: TraitRole: Defender/SoldierResistance/ProtectionRacial Trait
Fey Ancestry. The ${name} has Advantage on saving throws against being charmed, and magic can't put the ${name} to sleep.
Example Creatures: Drider, Drow
SRD
Type: ActionRole: ControllerStealthResistance/Protection
Fey Charm. The ${name} targets one humanoid or beast that she can see within R feet of it. If the target can see the ${name}, it must succeed on a DC Z Wisdom saving throw or be magically charmed. The charmed creature regards the ${name} as a trusted friend to be heeded and protected. Although the target isn't under the ${name}'s control, it takes the ${name}'s requests or actions in the most favorable way it can. Each time the ${name} 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 ${name} 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 ${name}'s Fey Charm for the next 24 hours. The ${name} can have no more than one humanoid and up to three beasts charmed at a time.
Example Creatures: Dryad
SRD
Type: TraitRole: Bruiser/BruteAoEDoT
Fire Aura. At the start of each of the ${name}'s turns, each creature within 5 feet of it takes XdY fire damage, and flammable objects in the aura that aren't being worn or carried ignite. A creature that touches the ${name} or hits it with a melee attack while within 5 feet of it takes XdY fire damage.
Example Creatures: Balor
Notes: See also: Heated Body
SRD
Type: ActionRole: Bruiser/BruteAoERacial Trait
Fire Breath. The ${name} exhales fire in a R-foot cone. Each creature in that area must make a DC Z Dexterity saving throw, taking XdY fire damage on a failed saving throw, or half as much damage on a successful one
Example Creatures: Half-Red Dragon Veteran
SRD
Type: TraitRoles: Skirmisher, Bruiser/BruteAoEDoTMovement
Fire Form. The ${name} can move through a space as narrow as 1 inch wide without squeezing. A creature that touches the ${name} or hits it with a melee attack while within 5 feet of it takes 5 (1d10) fire damage. In addition, the ${name} 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.
Example Creatures: Fire Elemental
Notes: See also: Amorphous, Swarm
SRD
Type: ActionRole: Bruiser/BruteDoT
Fire Touch. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY 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.
Example Creatures: Fire Elemental
SRD
Type: ActionRoles: Bruiser/Brute, Artillery
Fling. The ${name} tries to throw a Small or Medium creature within 10 feet of it. The target must succeed on a DC Z Dexterity saving throw or be hurled up to 60 feet horizontally in a direction of the ${name}'s choice and land Prone, taking 3 (1d6) bludgeoning damage for every 10 feet it was thrown.
Example Creatures: Kraken
SRD
Type: Bonus ActionRole: ControllerAoE
Flipper Slam. While underwater, the ${name} slams its flippers together, sending a shockwave of water in a 15-foot cone. Each creature in the area must succeed on a DC Z Constitution saving throw or be off-balance until the end of its next turn. While off-balance, a creature’s speed is halved, and it has Disadvantage on the first attack roll it makes on each of its turns.
Example Creatures: Plesiosaurus
BFRD
Type: TraitRole: SkirmisherMovement
Flyby. The ${name} doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Example Creatures: Giant Owl, Flying Snake
SRD
Type: ReactionRole: Defender/SoldierTeamwork
For the Cause! When a friendly creature the ${name} can see within 5 feet of it is hit by an attack that would reduce that creature to 0 HP, the ${name} can leap in front of the attack, taking the damage instead
Example Creatures: Cultist
BFRD
Type: Bonus ActionRoles: Controller, Leader
Forest’s Aid. The ${name} magically calls a horde of squirrels, rabbits, mice, and other small animals native to the forest. The horde uses the statistics of 1 swarm of rats. The called creatures arrive on initiative count 20 of the next round, acting as allies of the ${name} and obeying its spoken commands. They remain for 1 hour, until the ${name} dies, or until the ${name} dismisses them as a bonus action.
Example Creatures: Dryad
BFRD
Type: TraitRole: SkirmisherMovement
Freedom of Movement. The ${name} 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.
Example Creatures: Kraken
BFRD
Type: TraitRoles: Controller, SoloAoE
Freezing Fog. After the ${name} uses its Cold Breath, freezing fog surrounds it. While the ${name}’s Cold Breath is unavailable, each creature that starts its turn within 10 feet of the ${name} must succeed on a DC Z Constitution saving throw or be Restrained until the start of its next turn.
Example Creatures: Young Silver Dragon
BFRD
Type: Bonus ActionRole: Controller
Freezing Nose. The ${name} touches its nose to a creature it can see within 5 feet of it. The target must succeed on a DC Z Constitution saving throw or one of the following parts of its body (the ${name}’s choice) is encased in ice for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success. If the target takes fire damage, it has advantage on the next save it makes to end the effect.
Body. The target has disadvantage on Constitution saving throws and is vulnerable to the first instance of cold damage it takes each turn.
Head. The target can’t breathe or speak.
Lower Limb. The target’s speed is reduced to 0, and it has disadvantage on Dexterity checks and Dexterity saving throws.
Upper Limb. The target has disadvantage on weapon attack rolls made with that limb.Example Creatures: Winter Wolf
BFRD
Type: ActionRole: ControllerAoE
Frightful Presence. Each creature of the ${name}'s choice that is within 120 feet of the ${name} and aware of it must succeed on a DC X 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 ${name}'s Frightful Presence for the next 24 hours.
Example Creatures: Ancient Gold Dragon
SRD
Type: Bonus ActionRole: SkirmisherAoEMovement
Fueled Escape. The ${name} takes the Dash or Disengage action, leaving a small cloud of fuel fumes behind it. Each creature within 5 feet must succeed on a DC Z Constitution saving throw or be poisoned until the end of its next turn.
Example Creatures: Robot Drone
BFRD
Type: TraitRole: Bruiser/Brute
Fungal Toxicity. A creature that hits the ${name} with a melee attack while within 5 feet of it must succeed on a DC Z Constitution saving throw or be Poisoned for 1 hour. If the poison isn’t neutralized before 1 hour has passed, the creature must succeed on a DC Z Constitution saving throw, taking XdY poison damage on a failed saving throw, or half as much damage on a successful one.
Example Creatures: Mycolid
BFRD
Type: ActionRole: Skirmisher
Gang Up. The ${name} moves up to half its speed toward a creature it can see. Each friendly ${name} within 30 feet of the ${name} can use its reaction to join the gang up and move up to half its speed toward the same target. This movement doesn’t provoke opportunity attacks. If the initiating ${name} is within 5 feet of the target, the target must make a DC Z Dexterity saving throw, taking XdY bludgeoning damage on a failed saving throw, or half as much damage on a successful one. For each ${name} after the first that participated in the gang up and that is within 10 feet of the target, the damage increases by 1 as arrows, knives, sharp pocket scraps, and similar "weapons" fly at the target from all angles. Afterwards, each ${name} after the first that participated in the gang up can’t use Gang Up until it finishes a short or long rest
Example Creatures: Goblin
BFRD
Type: Bonus ActionRole: LeaderMovementTeamwork
Get That One! The ${name} points at a target and calls out to a friendly ${creature} it can see within 30 feet of it. The chosen ${creature} can use its reaction to move up to half its speed and make one melee attack against the target
Example Creatures: Goblin Captain
BFRD
Type: TraitRole: NoneResistance/Protection
Giant Attributes. The ${name} is resistant to the stunned condition, and it is vulnerable to the prone condition.
Example Creatures: Cloud Giant
BFRD
Type: TraitRole: Defender/SoldierResistance/ProtectionRacial Trait
Gnome Cunning. The ${name} has Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.
Example Creatures: Deep Gnome
Notes: See also: Fey Ancestry
SRD
Type: TraitRoles: Controller, SoloAoE
Golden Splendor. When the ${name} hasn’t unleashed its Fire Breath, its scales gleam and sparkle like molten gold or a pile of gold coins. While the ${name}’s Fire Breath is available, each creature that starts its turn within 10 feet of the ${name} must succeed on a DC Z Charisma saving throw or be Charmed until the start of its next turn.
Example Creatures: Young Gold Dragon
BFRD
Type: TraitRoles: Bruiser/Brute, Defender/Soldier
Grappler. The ${name} has advantage on attack rolls against any creature grappled by it.
Example Creatures: Mimic
BFRD
Type: ActionRole: Controller
Grappling Claw. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY ${damageType} damage, and the target is Grappled (escape DC Z). The ${name} has two claws, each of which can grapple only one target.
Example Creatures: Giant Crab
Notes: See also Glabrezu's Pincer
SRD
Type: ActionRole: Bruiser/Brute
Grappling Tail. Melee Weapon Attack: +A to hit, reach 10 ft., one target. Hit: XdY bludgeoning damage plus X1dY1 fire damage, and the target is Grappled (escape DC Z). Until this grapple ends, the target is Restrained, the ${name} can automatically hit the target with its tail, and the ${name} can't make tail attacks against other targets
Example Creatures: Salamander
SRD
Type: TraitRole: Controller
Grasping Tendrils. The ${name} 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 ${name}, 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 Z Strength check against it
Example Creatures: Roper
SRD
Type: TraitRole: Bruiser/Brute
Grumpy. When in combat, the ${name} attacks the creature that most recently dealt damage to it, provided that creature is within range or moving to it doesn’t cause the ${name} to provoke opportunity attacks. The ${name} otherwise attacks the nearest hostile creature.
Example Creatures: Giant Badger
BFRD
Type: TraitRoles: Controller, SoloAoE
Hallucinogenic Gas. After the ${name} exhales its Poison Breath, wisps of poisonous gas laced with the alchemical taint that permeates the ${name}’s body linger around it. While the ${name}’s Poison Breath is unavailable, each creature that starts its turn within 10 feet of the ${name} must succeed on a DC Z Wisdom saving throw or be terrified, as the gas causes the creature to experience frightful hallucinations. A terrified creature is Frightened, and its speed is reduced to 0.
Example Creatures: Young Green Dragon
BFRD
Type: Bonus ActionRole: ControllerAoE
Halt Intruders. The ${name} calls to the roots beneath up to two creatures it can see within 30 feet of it. Each target must succeed on a DC Z Strength saving throw or be restrained by roots until the end of its next turn. The ${name} can target only creatures in contact with the ground and can’t target creatures in contact with a manufactured floor, such as the wooden floor of a building.
Example Creatures: Treant
BFRD
Type: TraitRoles: Defender/Soldier, SoloResistance/Protection
Hardy. Any critical hit against the dinosaur becomes a normal hit.
Example Creatures: Velociraptor
BFRD
Type: ActionRole: Skirmisher
Haste. Until the end of its next turn, the ${name} magically gains a +2 bonus to its AC, has Advantage on Dexterity saving throws, and can use its slam attack as a bonus action.
Example Creatures: Clay Golem
SRD
Type: ActionRole: ControllerAoE
Hasty Concoction. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 17 (3d8 + 4) acid, cold, fire, or poison damage (the ${name}’s choice). The concoction then causes one of the following effects of the ${name}’s choice.
Disorienting Vapors. Overly sweet-smelling, pink vapors erupt from where the concoction hit the target. The target and each creature within 5 feet of it must make a DC 15 INT save. When a creature that failed this save moves on its next turn, it moves in a random direction.
Poisonous Cloud. An acrid-smelling, green gas pours out from where the concoction hit the target. The gas fills a 10-foot-radius sphere centered on the target. The gas spreads around corners, and its area is lightly obscured. A creature that enters the gas for the first time on a turn or starts its turn there must succeed on a DC 15 CON save or be poisoned until the end of its next turn. The gas disperses at the start of the ${name}’s next turn.
Slick Floor. A thick, purple foam bursts out from where the concoction hit the target. The floor within 10 feet of the target is coated in slick goop until the start of the ${name}’s next turn, when the foam dries. For the duration, when a creature moves through the area, it must succeed on a DC 15 DEX save or fall prone.
When the ${name} makes a Hasty Concoction attack, it can choose to target a point on the ground it can see within 60 feet instead. If it does so, the concoction causes only one of the above effects centered on that point instead of dealing damage.Example Creatures: Master Alchemist
BFRD
Type: ActionRole: AmbusherMovement
Head Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one creature. Hit: XdY piercing damage, and if the target is Large or smaller, the ${name} attaches to it. If the ${name} has advantage against the target, the ${name} attaches to the target's head, and the target is blinded and unable to breathe while the ${name} is attached. While attached, the ${name} can make this attack only against the target and has advantage on the attack roll. The ${name} can detach itself by spending 5 feet of its movement. A creature, including the target, can take its action to detach the ${name} by succeeding on a DC Z Strength check.
Example Creatures: Cloaker
SRD
Type: ActionRoles: Leader, BossTeamwork
Healing Touch. The ${name} touches another creature. The target magically regains XdY hit points and is freed from any curse, disease, poison, blindness, or deafness.
Example Creatures: Solar, Unicorn
Notes: Usually (x/Day). Unicorn has a weaker version.
SRD
Type: ActionRoles: Leader, Controller
Heart Sight. The ${name} touches a creature and magically knows the creature's current emotional state. If the target fails a DC Z Charisma saving throw, the ${name} also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw
Example Creatures: Sprite
SRD
Type: TraitRole: Bruiser/Brute
Heated Body. A creature that touches the ${name} or hits it with a melee attack while within 5 feet of it takes XdY ${damageType} damage.
Example Creatures: Remorhaz
Notes: See also: Fire Aura, Barbed Hide
SRD
Type: TraitRole: Bruiser/Brute
Heated Weapons. When the ${name} hits with a metal melee weapon, it deals an extra X fire damage (included in the attack).
Example Creatures: Azer
Notes: See also: Angelic Weapons
SRD
Type: ReactionRole: Controller
Hex. When a creature the ${name} can see within 60 feet of it makes an ability check, attack roll, or saving throw, the target must roll a d6 and subtract the number rolled from that ability check, attack roll, or saving throw.
Example Creatures: Kobold Witch
BFRD
Type: Bonus ActionRoles: Ambusher, SkirmisherMovement
Hidden Scurry. The ${name} moves up to 15 feet without provoking opportunity attacks, and if it moves into a lightly or heavily obscured area, it takes the Hide action, using its Stealth value as the result of the check. If the ${name} is aware of traps in the area, it can choose if this movement triggers any of them
Example Creatures: Kobold Swiftblade
BFRD
Type: Bonus ActionRole: SkirmisherMovement
Hidden Step. The ${name} magically teleports, along with any equipment it is wearing or carrying, up to 30 feet to an unoccupied space it can see and takes the Hide action.
Example Creatures: Assassin
BFRD
Type: TraitRole: Ambusher
Hold Breath. The ${name} can hold its breath for X minutes.
Example Creatures: Hydra, Lizardfolk
Notes: See Giant Octopus for the reverse
SRD
Type: TraitRole: Skirmisher
Home in the Wilds. The ${name} automatically discerns true north when outside, and checks to follow its tracks in forest, grassland, hills, or mountain terrain have Disadvantage, unless the ${name} chooses to leave obvious signs of its passage.
Example Creatures: Wild Warrior
BFRD
Type: TraitRole: ControllerAoE
Horrific Nimbus. The ${name} magically emits scintillating, multicolored light that disorients and frightens mortals. Each creature that isn’t an Aberration, Celestial, or Fiend and that starts its turn within 15 feet of the nalfeshnee must succeed on a DC 16 WIS save or be frightened until the start of its next turn. A creature that fails the save by 5 or more must take the Dash action on its turn and move away from the ${name} by the safest available route, unless there is nowhere to move.
Example Creatures: Nalfeshnee
BFRD
Type: Bonus ActionRole: Controller
Hungry Growl. The ${name} stares down and growls at one creature it can see within 30 feet of it. The target must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its next turn. The ${name} has Advantage on the next attack roll it makes against the Frightened creature
Example Creatures: Werewolf
BFRD
Type: Bonus ActionRole: SkirmisherMovement
Hunter’s Leap. The ${name} jumps up to 20 feet horizontally or up to 10 feet vertically toward a hostile creature that it can see. This movement doesn’t provoke opportunity attacks.
Example Creatures: Giant Wolf Spider
BFRD
Type: ActionRole: Artillery
Hurl Flame. Ranged Spell Attack: +A to hit, range 150 ft., one target. Hit: XdY fire damage. If the target is a flammable object that isn't being worn or carried, it also catches fire.
Example Creatures: Barbed Devil
SRD
Type: ActionRole: ArtilleryDoT
Hurl Sap. Ranged Weapon Attack: +A to hit, range 30/120 ft., one target. Hit: 2XdY poison damage, and the sap sticks to the target. While the sap is stuck, the target takes XdY poison damage at the start of each of its turns. A creature can use an action to scrape away the sap, ending the effect.
Example Creatures: Mycolid Spore Lord
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Ice Shield. When the ${name} or a friendly creature it can see is hit by an attack, the ${name} can create a magical barrier of ice to disrupt the attack. The target halves the damage from the attack.
Example Creatures: Ice Devil
BFRD
Type: TraitRole: SkirmisherMovement
Ice Walk. The ${name} 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.
Example Creatures: Adult White Dragon
Notes: See also: Web Walker, Earth Glide
SRD
Type: Bonus ActionRole: Controller
Ice Wall. The ${name} causes a wall of ice to magically rise from the ground at a point it can see within 60 feet of it. The wall is up to 30 feet long, 10 feet high, and 5 feet thick. It can be any shape, as long as its base is connected to the ground. If the wall cuts through a creature’s space when it appears, the creature is pushed to one side (the ${name}’s choice). If a creature would be surrounded on all sides by the wall, it can make a DC Z Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall. The wall lasts 1 minute, until the ${name} creates a new wall, or until the ${name} dies. Each 10-foot section of the wall has AC 5, 30 HP, is vulnerable to fire damage, and is immune to acid, cold, necrotic, poison, and psychic damage.
Example Creatures: Ice Devil
BFRD
Type: ActionRole: ArtilleryDoT
Igniting Mucus. Ranged Weapon Attack: +A to hit, range R1/R2 ft., one target. Hit: XdY poison damage, and the target is covered in mucus that ignites after 1d4 rounds or if the target takes fire damage. An ignited creature takes XdY fire damage at the start of each of its turns until a creature takes an action to douse the fire. A creature can remove the mucus before it ignites by taking an action.
Example Creatures: Giant Fire Beetle
BFRD
Type: TraitRole: NoneAoE
Illumination. The ${name} sheds bright light in a X-foot radius and dim light for an additional X feet.
Example Creatures: Azer, Giant Fire Beetle
Notes: See also Ignited Illumination on magmin and Variable Illumination on will-o’-wisp
SRD
Type: ActionRole: AmbusherStealth
Illusory Appearance. The ${name} covers itself and anything it is wearing or carrying with a magical illusion that makes it look like another creature of its general size and humanoid shape. The illusion ends if the ${name} takes a bonus action to end it or if it dies. The changes wrought by this effect fail to hold up to physical inspection. For example, the ${name} could appear to have smooth skin, but someone touching it would feel its rough flesh. Otherwise, a creature must take an action to visually inspect the illusion and succeed on a DC Z Intelligence (Investigation) check to discern that the ${name} is disguised
Example Creatures: Green Hag
SRD
Type: TraitRole: Defender/SoldierResistance/Protection
Immutable Form. The ${name} is immune to any spell or effect that would alter its form.
Example Creatures: Clay Golem
Notes: Usually Constructs
SRD
Type: TraitRole: SoloResistance/Protection
Impenetrable Ego. While the ${name} is conscious and wearing no armor and wielding no shield, it adds its Charisma modifier to its AC (included above). In addition, it is resistant to the Charmed and Frightened conditions
Example Creatures: Noble
BFRD
Type: TraitRole: ControllerAoEDoT
Incendiary Death Burst. When the ${name} dies, it explodes in a burst of lava. Each creature within 5 feet of it must succeed on a DC Z Dexterity saving throw or be pushed up to R feet away from the ${name}, knocked Prone, and catch on fire. Until a creature takes an action to douse the fire, the creature on fire takes XdY fire damage at the start of each of its turns.
Example Creatures: Magma Mephit
BFRD
Type: TraitRole: SkirmisherMovement
Incorporeal Movement. The ${name} 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.
Example Creatures: ${name}
Notes: See also: Amorphous
SRD
Type: ActionRole: Bruiser/BruteDoT
Infernal Wound. Melee Weapon Attack: +A to hit, reach R ft., one target. Hit: XdY slashing damage. If the target is a creature other than an undead or a construct, it must succeed on a DC Z Constitution saving throw or lose MdN hit points at the start of each of its turns due to an infernal wound. Each time the ${name} hits the wounded target with this attack, the damage dealt by the wound increases by 1dN. Any creature can take an action to stanch the wound with a successful DC Q Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Example Creatures: Bearded Devil
SRD
Type: Bonus ActionRole: Bruiser/Brute
Infused Weapon. The ${name} crushes a magic-infused crystal on the end of its war pick. Until the start of the ${name}’s next turn the war pick is magical and deals an extra XdY force damage when the ${name} hits with it
Example Creatures: Deep Gnome
BFRD
Type: ActionRole: Artillery
Ink Blast. Ranged Spell Attack: +A to hit, range R ft., one target. Hit: XdY poison damage, and the target must succeed on a DC Z Constitution saving throw or have Disadvantage on the next save it makes against the ${name}’s Whirl of Ink before the start of the ${name}’s next turn.
Example Creatures: Unska
BFRD
Type: Action, LegendaryRoles: Ambusher, SkirmisherAoEMovementStealth
Ink Cloud. A 20-foot-radius cloud of ink extends all around the ${name} 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 ${name} can use the Dash action as a bonus action.
Example Creatures: Giant Octopus, Kraken
Notes: Kraken has a more powerful version as a legendary action
SRD
Type: TraitRoles: Boss, Controller
Inscrutable. The ${name} 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 ${name}'s intentions or sincerity have Disadvantage.
Example Creatures: Androsphinx, Gynosphinx
Notes: See also: Shielded Mind
SRD
Type: ReactionRole: LeaderTeamwork
Inspiring Hiss. When a friendly lizardfolk the ${name} can see within 30 feet of it is hit by an attack, the ${name} can hiss out inspiring words to encourage the ${name} to keep going. The target gains XdY temporary HP for 1 minute
Example Creatures: Lizardfolk Ruler
BFRD
Type: Bonus ActionRole: AmbusherMovement
Instinct to Pursue. The ${name} takes the Dash action toward an uninfected Humanoid it can see or sense.
Example Creatures: Bloatblossom
BFRD
Type: ReactionRole: Defender/SoldierResistance/Protection
Interruptive Hiss. When a creature the ${name} can see targets it with an attack, the ${name} can hiss at the attacker. The attacker must succeed on a DC Z Wisdom saving throw or fail the attack roll.
Example Creatures: Medusa
BFRD
Type: ActionRole: Controller
Intoxicating Touch. Melee Spell Attack: +A to hit, reach 5 ft., one creature. Hit: The target is magically cursed for 1 hour. Until the curse ends, the target has Disadvantage on Wisdom saving throws and all ability checks
Example Creatures: Lamia
SRD
Type: TraitRole: Ambusher
Intuition. The ${name} rolls two dice for initiative, taking the higher number. In addition, the ${name} has advantage on Wisdom (Insight) checks
Example Creatures: Wyrdling
BFRD
Type: ActionRoles: Ambusher, SkirmisherMovementStealth
Invisible Passage. The ${name} magically turns invisible until she attacks or casts a spell, or until her concentration ends (as if concentrating on a spell). While invisible, it leaves no physical evidence of her passage, so it can be tracked only by magic. Any equipment it wears or carries is invisible with it.
Example Creatures: Green Hag
SRD
Type: TraitRole: AmbusherSenses
Iron Scent. The ${name} can pinpoint, by scent, the location of ferrous metal within X feet of it.
Example Creatures: Rust Monster
Notes: See also: Treasure Sense
SRD
Type: TraitRole: AmbusherSenses
Keen Hearing. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing.
Example Creatures: Bat
Notes: Usually Beasts
SRD
Type: TraitRole: AmbusherSenses
Keen Hearing and Sight. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing or sight.
Example Creatures: Scout
Notes: Usually Beasts
SRD
Type: TraitRole: AmbusherSenses
Keen Hearing and Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing or smell.
Example Creatures: Blink Dog
Notes: Usually Beasts
SRD
Type: TraitRole: AmbusherSenses
Keen Sight and Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on sight or smell.
Example Creatures: Giant Vulture
Notes: Usually Beasts
SRD
Type: TraitRole: AmbusherSenses
Keen Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on smell.
Example Creatures: Badger
Notes: Usually Beasts
SRD
Type: TraitRole: None
Labyrinthine Memories. The ${name} has advantage on checks and saves to avoid becoming lost or to recall a path it has previously traveled.
Example Creatures: Minotaur Skeleton
BFRD
Type: ActionRole: Bruiser/Brute
Latching Bite. Melee Weapon Attack: +A to hit, reach R ft., one target. Hit: XdY piercing damage. Instead of dealing damage, the ${name} can choose to latch onto the target, if the target is a vehicle, such as a ship or wagon. If the vehicle is Huge or smaller, its speed is reduced to 0, and it can’t be moved until the ${name} is killed or ends this effect. If the vehicle is Gargantuan, the vehicle’s speed is halved, and the ${name} moves with it when it moves. While latched onto a vehicle in this way, the ${name} can make Bite attacks against only the vehicle and such attacks automatically hit. The ${name} can end this effect at any time (no action required).
Example Creatures: Dragon Turtle
BFRD
Type: Bonus ActionRoles: Leader, Controller
Leader’s Challenge. The ${name} hisses out a challenge or a threat (the ${name}’s choice) toward one creature it can see within 30 feet of it. The target must make a DC Z Charisma saving throw. If the target fails the saving throw against a challenge, the target has Disadvantage on attack rolls against any creature other than the ${name} until the start of the ${name}’s next turn. If the target fails the saving throw against a threat, the ${name} has advantage on the next attack roll it makes against the target before the start of its next turn
Example Creatures: Lizardfolk Ruler
BFRD
Type: ActionRoles: Leader, BossTeamwork
Leadership. For 1 minute, the ${name} 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 ${name}. A creature can benefit from only one Leadership die at a time. This effect ends if the ${name} is Incapacitated.
Example Creatures: Knight
Notes: Recharges at a rest
SRD
Type: TraitRoles: Boss, SoloResistance/Protection
Legendary Resistance. If the ${name} fails a saving throw, it can choose to succeed instead.
Example Creatures: Adult White Dragon
Notes: X/Day. Boring, but necessary.
SRD
Type: Bonus ActionRole: Controller
Levitate. The ${name} can rise or descend vertically up to 20 feet and can remain suspended there. This bonus action works like the levitate spell, except there is no duration, and the ${name} doesn’t need to concentrate to continue levitating each round.
Example Creatures: Lich
BFRD
Type: ActionRole: Bruiser/Brute
Life Drain. Melee Spell Attack: +M to hit, reach 5 ft., one creature. Hit: XdY necrotic damage. The target must succeed on a DC Z 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.
Example Creatures: Specter, Wraith, Wight
Notes: Wight has a stronger variant, with raising the killed as undead
SRD
Type: TraitRole: SoloAoE
Lightning Extraction. After the ${name} uses its Lightning Breath, its body begins recharging with lightning, pulling electricity from nearby creatures. While the ${name}’s Lightning Breath is unavailable, each creature that starts its turn within 10 feet of the ${name} must make a DC Z Constitution saving throw. On a failure, a creature can use either an action or a bonus action on its turn, not both.
Example Creatures: Young Bronze Dragon
BFRD
Type: TraitRole: NoneRacial Trait
Limited Amphibiousness. The ${name} can breathe air and water, but it needs to be submerged at least once every X hours to avoid suffocating.
Example Creatures: Sahuagin
SRD
Type: TraitRole: LeaderSenses
Limited Telepathy. The ${name} 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.
Example Creatures: Otyugh, Pseudodragon
Notes: See also Shuagin's Shark Telepathy
SRD
Type: ActionRoles: Controller, SkirmisherMovement
Lumbering Charge. The ${name} shoulders its weapon and charges forward, shoving into creatures on its way. It moves up to 20 feet in a straight line and can move through the space of any Medium or smaller creature. The first time it enters a creature’s space during this move, that creature must make a DC Z Strength saving throw. On a failure, a creature takes XdY bludgeoning damage and is knocked Prone. On a success, a creature takes half the damage and isn’t knocked Prone.
Example Creatures: Ogre Zombie
BFRD
Type: Action, Bonus ActionRole: Controller
Luring Song. The ${name} sings a magical melody. Every humanoid and giant within 300 feet of the ${name} that can hear the song must succeed on a DC Z Wisdom saving throw or be Charmed until the song ends. The ${name} must take a bonus action on its subsequent turns to continue singing. It can stop singing at any time. The song ends if the ${name} is Incapacitated. While Charmed by the ${name}, a target is Incapacitated and ignores the songs of other harpies. If the Charmed target is more than 5 feet away from the ${name}, the target must move on its turn toward the ${name} 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 ${name}, 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. A target that successfully saves is immune to this ${name}'s song for the next 24 hours
Example Creatures: Harpy
SRD
Type: ActionRole: Bruiser/Brute
Lycanthrope Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY piercing damage. If the target is a humanoid, it must succeed on a DC Z Constitution saving throw or be cursed with ${name} lycanthropy
Example Creatures: Werewolf
SRD
Type: TraitRoles: Defender/Soldier, SoloResistance/Protection
Magic Resistance. The ${name} has Advantage on saving throws against spells and other magical effects.
Example Creatures: Deva
Notes: Rakshasa has curious Limited Magic Immunity
SRD
Type: TraitRole: SoloResistance/Protection
Magic Ward. While the ${name} is conscious, wearing no armor, and not inside of an antimagic effect, it adds its Intelligence modifier to its AC (included above). In addition, it is resistant to force damage
Example Creatures: Archmage
BFRD
Type: TraitRoles: Bruiser/Brute, Ambusher
Magic Weapons. The ${name}'s weapon attacks are magical.
Example Creatures: Couatl
Notes: See also: Angelic Weapons
SRD
Type: ReactionRole: Defender/Soldier
Magnetic Pulse. When a creature the ${name} can see attacks it with a weapon made at least partially of metal while within 5 feet of it, the ${name} can release a magical, magnetic pulse. The attacker must succeed on a DC Z Dexterity saving throw or have Disadvantage on the attack roll.
Example Creatures: Mechanist
BFRD
Type: Bonus ActionRole: Controller
Manipulating Whispers. The ${name} whispers in the mind of a creature it can see within R feet of it, encouraging the creature to commit wicked acts. The target must succeed on a DC Z Charisma saving throw or succumb to one of the following urges:
Boastful Stance. The target is overcome with surety of its own battle prowess, momentarily letting down its guard. Creatures have Advantage on attack rolls against the target until the start of the ${name}’s next turn.
Confirmation of Wealth. The target is briefly overcome with the desire to confirm the amount and status of its valuables. It uses either an action or bonus action on its next turn (the ${name}’s choice) to count and take stock of its valuables.
Wrathful Strike. Anger fills the target, and it immediately lashes out at those nearby. The target uses its reaction to make one melee weapon attack against a creature of the ${name}’s choice within 5 feet of the target.Example Creatures: Glabrezu
BFRD
Type: Bonus ActionRoles: Leader, BossMovementTeamwork
Marilith Tactics. The ${name} shouts one of the following commands at up to two friendly creatures it can see within R feet of it:
March! Each target can use a reaction to move up to half its speed in a direction of the ${name}’s choice. This movement is unaffected by difficult terrain and doesn’t provoke opportunity attacks.
Protect Yourself! Each target gains the ${name}’s Parry reaction until the start of the ${name}’s next turn.
Remember Your Training! Each target has advantage on the next weapon attack roll it makes before the start of the ${name}’s next turn.Example Creatures: Marilith
BFRD
Type: Bonus ActionRoles: Ambusher, Bruiser/Brute, Artillery
Mark Quarry. The ${name} marks one creature it can see within 30 feet of it as its quarry until the start of the ${name}’s next turn. When the ${name} hits the marked creature with a weapon attack, the weapon deals an extra XdY damage of the weapon’s type to the target.
Example Creatures: Feral Hunter
BFRD
Type: TraitRoles: Bruiser/Brute, SkirmisherTeamwork
Martial Advantage. Once per turn, the ${name} can deal an extra XdY damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the ${name} that isn't Incapacitated.
Example Creatures: Hobgoblin
Notes: See also: Pack Tactics
SRD
Type: Bonus ActionRole: LeaderAoETeamwork
Martial Tactics. The ${name} employs one of the following tactics:
Emboldening Shout. One friendly creature within 30 feet of the ${name} that it can see gains 7 (2d6) temporary HP until the start of the ${name}’s next turn.
Pressing Advance. The ${name} moves up to half its speed and commands one friendly creature it can see within 30 feet of it to also move. The target can use its reaction to move up to half its speed in the direction of the ${name}’s choosing. This movement for both creatures is unaffected by difficult terrain and doesn’t provoke opportunity attacks.Example Creatures: Hobgoblin Commander
BFRD
Type: TraitRole: AmbusherStealth
Mimicry. The ${name} can mimic animal sounds and humanoid voices. A creature that hears the sounds can tell they are imitations with a successful DC X Wisdom (Insight) check.
Example Creatures: Green Hag
Notes: Gazer (VGM/MPMM) and Kenku (MM) have slightly different version
SRD
Type: ActionRole: ControllerAoE
Moan. Each creature within 60 feet of the ${name} that can hear its moan and that isn't an aberration must succeed on a DC Z Wisdom saving throw or become Frightened until the end of the ${name}'s next turn. If a creature's saving throw is successful, the creature is immune to the ${name}'s moan for the next 24 hours.
Example Creatures: Cloaker
SRD
Type: ActionRoles: Controller, LeaderAoE
Mushroom Ring. The ${name} causes fungal growth to erupt from a point on the ground it can sense within 120 feet of it. A ring of mushrooms sprouts in a 15-foot radius around that point. Each creature that isn’t a ${name} within that ring must make a DC Z Constitution saving throw, taking XdY poison damage on a failed saving throw, or half as much damage on a successful one. Each ${name} within that ring gains X1dY1 temporary HP.
Example Creatures: Mycolid Spore Lord
BFRD
Type: TraitRole: Leader
Mycolid Connection. The ${name} can pinpoint the location of each friendly ${name} within R feet of it. In addition, its telepathy range increases to 120 feet when communicating with other ${name}s.
Example Creatures: Mycolid
BFRD
Type: TraitRoles: Defender/Soldier, Solo
Nature’s Champion. While the ${name} is conscious, wearing no armor, and in a natural environment or terrain, such as a desert, forest, or mountain, it adds its Wisdom modifier to its AC (included above). In addition, it is resistant to cold, fire, lightning, poison, and thunder damage
Example Creatures: Archdruid
BFRD
Type: TraitRoles: Bruiser/Brute, Solo
Nature’s Weapons. When the ${name} hits with any weapon, the weapon deals an extra XdY cold, fire, lightning, poison, or thunder damage (included in the attack), the ${name}’s choice
Example Creatures: Archdruid
BFRD
Type: TraitRoles: Skirmisher, AmbusherStealth
Nebulous (Cloud Form Only). The ${name}’s Stealth is 21, it can hover while flying, can’t manipulate objects or attack, and it can pass through any space air can pass through without squeezing. In addition, it can enter and hide in any Tiny or larger container, such as a pouch, lamp, backpack, or barrel.
Example Creatures: Djinni
BFRD
Type: TraitRole: Bruiser/Brute
Necrotic Strikes. The ${name}’s weapon attacks are magical. When the ${name} hits with any weapon attack, the weapon deals an extra XdY necrotic damage (included in the attack).
Example Creatures: Spirit Naga
BFRD
Type: Trait, Bonus ActionRoles: Ambusher, SkirmisherMovementStealth
Nimble Escape. The ${name} can take the Disengage or Hide action as a bonus action on each of its turns.
Example Creatures: Goblin
SRD
Type: TraitRoles: Controller, SoloAoE
Numbing Chill. When the white ${name} hasn’t unleashed its Cold Breath, the cold builds up within it and ripples outward from it. While the ${name}’s Cold Breath is available, it emits a numbing chill, and each creature that starts its turn within 10 feet of the ${name} must succeed on a DC Z Constitution saving throw or its speed is reduced by 10 feet.
Example Creatures: Young White Dragon
BFRD
Type: TraitRoles: Bruiser/Brute, Ambusher
Opportunist. The ${name} has Advantage on opportunity attacks
Example Creatures: Bandit Captain
BFRD
Type: TraitRoles: Controller, Bruiser/BruteAoE
Overwhelming Stench. A creature that starts its turn within 10 feet of the ${name} must succeed on a DC Z Constitution saving throw or be poisoned until the start of its next turn. If a creature fails the save by 5 or more, it must spend its turn retching uncontrollably and be unable to move or act.
Example Creatures: Ochre Jelly
BFRD
Type: TraitRoles: Skirmisher, Bruiser/BruteTeamwork
Pack Tactics. The ${name} has Advantage on an attack roll against a creature if at least one of the ${name}'s allies is within 5 feet of the creature and the ally isn't Incapacitated.
Example Creatures: Kobold
Notes: See also: Martial Advantage
SRD
Type: ActionRole: ControllerAoE
Paralyzing Breath. The ${name} exhales paralyzing gas in a 90-foot cone. Each creature in that area must succeed on a DC Z 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.
Example Creatures: Ancient Silver Dragon
SRD
Type: ActionRole: Controller
Paralyzing Claws. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY slashing damage. If the target is a creature other than an undead, it must succeed on a DC Z 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.
Example Creatures: Ghoul, Ghast
Notes: Lich has a slightly different version
SRD
Type: ReactionRole: Defender/Soldier
Parry. The ${name} adds 2 to its AC against one melee attack that would hit it. To do so, the ${name} must see the attacker and be wielding a melee weapon.
Example Creatures: Noble
SRD
Type: ActionRoles: Ambusher, Controller
Phasing Web. Ranged Weapon Attack: +A to hit, range R ft., one creature. Hit: The target is restrained by webbing. While restrained in this way, the target can see and attack creatures on the Ethereal Plane, and the restrained target can be seen and attacked by creatures on the Ethereal Plane. A creature, including the restrained target, can take its action to free the target from the webbing by succeeding on a DC Z STR check. The webbing can also be attacked and destroyed (AC 12; HP 10; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Example Creatures: Phase Spider
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Pin. One creature grappled by the ${name} is knocked Prone, and it is Restrained until the grapple ends
Example Creatures: Werebear
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Pincer Pinch. One breathing creature Grappled by the ${name} must succeed on a DC Z Strength saving throw or be unable to speak or cast spells with verbal components and begin suffocating, as the ${name} squeezes the air from the target’s lungs. This effect lasts until the grapple ends.
Example Creatures: Giant Crab
BFRD
Type: TraitRole: Artillery
Point Blank Grappler. When the ${name} makes a Crackling Flame Bolt attack, it doesn’t have Disadvantage on the attack roll from being within 5 feet of a hostile creature, provided it is grappling that creature.
Example Creatures: Glabrezu
BFRD
Type: TraitRole: Artillery
Point-Blank Shots. When the ${name} makes a ranged attack, it doesn’t have disadvantage on the attack roll from being within 5 feet of a hostile creature, though it may still have disadvantage from other sources.
Example Creatures: Robot Drone
BFRD
Type: ActionRole: Bruiser/BruteAoE
Poison Breath. The ${name} exhales poisonous gas in a 60-foot cone. Each creature in that area must make a DC Z Constitution saving throw, taking XdY poison damage on a failed save, or half as much damage on a successful one.
SRD
Type: Bonus ActionRoles: Ambusher, Bruiser/Brute, Controller
Poison Weapon. The ${name} coats one weapon it is wearing or carrying in one of the following poisons. Each time the ${name} hits a creature with that weapon, the target must succeed on a DC 11 CON save or be poisoned for 1 minute and suffer the chosen poison’s effect while poisoned in this way. The poisoned creature can repeat the save at the end of each of its turns, ending the effect on itself on a success. The poison remains on the weapon until the start of the ${name}’s next turn.
Beetle’s Bite. The target’s speed is halved while poisoned.
Dark Caress. The target is blinded while poisoned.
Nightmare’s Kiss. The target is frightened of the ${name} while poisoned.
Slumber’s Call. The target falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.Example Creatures: Drow
BFRD
Type: ActionRole: Bruiser/Brute
Poisoned Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one creature. Hit: XdY piercing damage, and the target must succeed on a DC Z Constitution saving throw or take NdM 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.
Example Creatures: Giant Centipede
Notes: See also Giant Poisonous Snake's simpler version
SRD
Type: ReactionRole: Defender/Soldier
Poisoned Body. The ${name} coats itself in poison until the start of its next turn. It takes XdY poison damage. In addition, the next time a creature hits the ${name} with a melee attack while within 5 feet of the ${name} before the start of the shaman’s next turn, the attacker takes 2XdY poison damage.
Example Creatures: Lizardfolk Shaman
BFRD
Type: TraitRoles: Ambusher, Bruiser/Brute
Poisoned Weapons. The ${name}’s weapons are coated in poison. When it hits with any weapon, the weapon deals an extra 3d8 poison damage (included in the attack). In addition, at the start of each of its turns, the ${name} can choose which of the following poisons is active on its weapons. The poison remains on the weapons until the start of the ${name}’s next turn.
Assassin’s Friend. A creature poisoned by a weapon coated with this poison takes an extra 4 (1d8) poison damage each time it takes damage while poisoned.
Buyer’s Mercy. A creature poisoned by a weapon coated with this poison falls unconscious while poisoned or until it takes damage or another creature uses an action to wake it.
Meddler’s Fate. A creature poisoned by a weapon coated with this poison has its speed halved while poisoned.Example Creatures: Assassin
BFRD
Type: ActionRole: Controller
Possession. One humanoid that the ${name} can see within 5 feet of it must succeed on a DC 13 Charisma saving throw or be possessed by the ${name}; the ${name} then disappears, and the target is Incapacitated and loses control of its body. The ${name} now controls the body but doesn't deprive the target of awareness. The ${name} 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. The possession lasts until the body drops to 0 hit points, the ${name} ends it as a bonus action, or the ${name} is turned or forced out by an effect like the dispel evil and good spell. When the possession ends, the ${name} reappears in an unoccupied space within 5 feet of the body. The target is immune to this ${name}'s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Notes: Recharge 6
SRD
Type: Trait, Bonus ActionRoles: Ambusher, Bruiser/BruteMovement
Pounce. If the ${name} moves at least 20 feet straight toward a creature and then hits it with an ${attackName} attack on the same turn, that target must succeed on a DC X Strength saving throw or be knocked Prone. If the target is Prone, the ${name} can make one ${anotherAttack} attack against it as a bonus action.
Example Creatures: Panther
Notes: See also: Charge
SRD
Type: TraitRole: AmbusherSenses
Prey Sense. The ${name} can pinpoint, by scent, the location of Medium and smaller creatures within 30 feet of it.
Example Creatures: Hell Hound
BFRD
Type: ReactionRoles: Bruiser/Brute, SoloResistance/Protection
Prey Shield. When a creature the ${name} can see hits it with an attack while it is grappling a creature, the ${name} can roll the grappled creature in front of the blow, forcing the grappled creature to take the damage instead.
Example Creatures: Mimic
BFRD
Type: TraitRole: ControllerSensesStealth
Probing Telepathy. If a creature communicates telepathically with the ${name}, the ${name} learns the creature's greatest desires if the ${name} can see the creature.
Example Creatures: Aboleth
Notes: Aboleth have telepathy 120 ft.
SRD
Type: Bonus ActionRole: Controller
Pronounce Fate. The ${name} pronounces the fate, either fortune or doom (the ${name}’s choice), of one creature it can see within 30 feet of it. The target rolls a d4 and adds (fortune) or subtracts (doom) the number rolled to the next attack roll or saving throw it makes before the start of the ${name}’s next turn
Example Creatures: Wyrdling
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Protect Friend. When a friendly Humanoid the ${name} can see is hit by an attack from a creature within 5 feet of the ${name}, the ${name} can make one ${attackName} attack against that attacking creature.
Example Creatures: Mastiff
BFRD
Type: ReactionRole: BossMovementTeamwork
Protect Me! When a creature the ${name} can see targets it with an attack, the ${name} can sidestep behind an ally within 5 feet of it, moving to an unoccupied space within 5 feet of the ally. The chosen ally becomes the target of the attack instead
Example Creatures: Goblin Captain
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Protecting Shield. When a creature makes an attack against the wearer of the ${name}'s amulet, the ${name} grants a +2 bonus to the wearer's AC if the ${name} is within 5 feet of the wearer
Example Creatures: Shield Guardian
SRD
Type: ActionRole: Defender/Soldier
Protective Draught. The ${name} drinks one of its brews and gains resistance to acid, cold, fire, or poison damage (the ${name}’s choice) until the end of its next turn.
Example Creatures: Master Alchemist
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Protector’s Parry. When a friendly creature the ${name} can see within 5 feet of it is the target of an attack, the ${name} can interpose its weapon between the creature and the attacker. The friendly creature adds 2 to its AC against that attack. To use this reaction, the ${name} must be able to see the attacker and be wielding a melee weapon
Example Creatures: Guard
BFRD
Type: Bonus ActionRole: SkirmisherMovement
Protector’s Step. The ${name} magically teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space within the sacred site or temple it protects or within 30 feet of the exterior of such a site. Swirls of golden light or tendrils of inky shadow (the ${name}’s choice) appear at the origin and destination when it uses this bonus action.
Example Creatures: Guardian Naga
BFRD
Type: Bonus ActionRole: Controller
Psychic Connection. One creature the ${name} can see within 60 feet of it must succeed on a DC Z Wisdom saving throw or be mentally connected to the ${name} until the ${name} chooses to end it or until the ${name} dies or the target dies. While connected in this way, the ${name} can cause the target to experience one of the following effects at the start of each of the target’s turns. The effect lasts until the start of the target’s next turn or until the connection ends. The target can repeat the save at the end of each of its turns, ending the connection on a success.
Disoriented. When the target moves, it moves in a random direction.
Distracted. When the target casts a spell, it must succeed on a DC Z Wisdom saving throw or be unable to cast the spell, using the action, bonus action, or reaction to cast the spell but not expending the spell slot or similar limited use of the spell.
Seeing Double. The target has disadvantage on weapon attack rolls.Example Creatures: Gynosphinx
BFRD
Type: ActionRole: ControllerAoE
Psychic Torrent. The ${name} floods the minds of up to three creatures it can see within R feet of it with random and horrific memories from its eons-long life. Each target must make a DC Z Wisdom saving throw. On a failure, a creature takes XdY psychic damage and is Incapacitated until the end of its next turn, as its mind reels from the torrent of images, thoughts, and memories. On a success, a creature takes half the damage and isn’t incapacitated.
Example Creatures: Aboleth
BFRD
Type: ActionRoles: Ambusher, SkirmisherStealth
Puff of Smoke. The ${name} exhales a cloud of smoke in a 10-foot-radius sphere centered on itself. The sphere spreads around corners, and its area is heavily obscured. It lasts for 1 minute or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Example Creatures: Pseudodragon
BFRD
Type: ReactionRoles: Solo, Defender/Soldier
Puffed Up Display. When a creature the ${name} is aware of and that is within 30 feet of it attacks it, the owl can suddenly turn its piercing gaze on the creature, puff up its feathers, and release a quick hiss, startling the creature. The attacker has Disadvantage on the attack roll.
Example Creatures: Giant Owl
BFRD
Type: ActionRoles: Bruiser/Brute, Controller
Pulling Whip. Melee Weapon Attack: +A to hit, reach 30 ft., one target. Hit: XdY slashing damage, and the target must succeed on a DC Z Strength saving throw or be pulled up to 25 feet toward the ${name}.
Example Creatures: Balor
Notes: See also Harpoon on merrow
SRD
Type: ActionRole: Bruiser/BruteDoT
Puncturing Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one creature. Hit: XdY piercing damage, and the target must succeed on a DC Z Dexterity saving throw or suffer a puncture wound. A creature suffering a puncture wound loses X1dY1 HP at the start of each of its turns as the wound bleeds excessively. Any creature can take an action to stanch the wound with a successful DC Z Wisdom (Medicine) check. The wound also closes if the target receives magical healing.
Example Creatures: Saber-toothed Tiger
BFRD
Type: Bonus ActionRole: LeaderTeamwork
Purify Blood. The ${name} touches a willing creature that isn’t a Construct or Undead. The target is cured of the Poisoned condition and of any disease afflicting it.
Example Creatures: Water Elemental
BFRD
Type: TraitRole: None
Purify Water. If the ${name} sits in a body of slow-flowing or standing water, such as a spring, small creek, or lake, for at least 1 hour, the water becomes purified and rendered free of poison and disease. In slow-flowing water, this purification fades 1 hour after the ${name} leaves the water. In standing water, this purification lasts until a contaminant enters the water while the ${name} isn’t in it.
Example Creatures: Water Elemental
BFRD
Type: Bonus ActionRole: ControllerAoE
Quake. The ${name} strikes the ground with its foot. Each creature within 30 feet of the ${name} must succeed on a DC Z Strength save or be knocked prone and have the air knocked from its lungs, if it is a breathing creature, until the start of the ${name}’s next turn. A creature with the air knocked from its lungs can’t speak or cast spells with verbal components. If a creature fails the save by 5 or more, it is also stunned until the start of the ${name}’s next turn.
Example Creatures: Living Colossus
BFRD
Type: Bonus ActionRole: Controller
Quick Creation. The ${name} cobbles together various machine parts it is carrying and creates a Tiny Construct. The Construct obeys the ${name}’s spoken commands. It uses the statistics of a solodron but it isn’t a mechadron or part of the Plan. The ${name} can have up to two such Constructs under its control at one time. Each Construct remains for 1 minute, until the ${name} dies, or until the ${name} uses this bonus action again to dismiss one or both of them
Example Creatures: Mechanist
BFRD
Type: Bonus ActionRole: SkirmisherMovement
Quick Leap. The ${name} jumps horizontally up to 20 feet to an unoccupied space it can see without provoking opportunity attacks.
Example Creatures: Hezrou
BFRD
Type: Bonus ActionRole: Controller
Quick Trap. The ${name} cobbles together a makeshift trap with materials at hand and throws the trap at a creature it can see within 15 feet of it. The target must succeed on a DC Z Dexterity saving throw or be Restrained until the end of its next turn
Example Creatures: Wild Warrior
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Rainbow Shield. When a creature the ${name} can see within 30 feet of it, including itself, is targeted with an attack, the couatl can interpose a shield of rainbow-hued light between the attacker and the creature. The attacker has Disadvantage on the attack roll. If the protected creature hasn’t attacked or harmed another creature within the last minute, the attacker’s attack misses instead.
Example Creatures: Couatl
BFRD
Type: Trait, Bonus ActionRole: Bruiser/BruteMovement
Rampage. When the ${name} reduces a creature to 0 hit points with a melee attack on its turn, the ${name} can take a bonus action to move up to half its speed and make a bite attack.
Example Creatures: Gnoll
SRD
Type: Bonus ActionRole: SoloResistance/Protection
Rapid Digestion. The ${name}’s digestive system absorbs some of the already digested material from creatures it has swallowed. If the ${name} has at least one swallowed creature inside it, the ${name} regains 2XdY HP. This healing increases by XdY for each creature currently inside the ${name}, to a maximum of 5XdY.
Example Creatures: Purple Worm
BFRD
Type: Bonus ActionRole: ControllerAoE
Rattling Roar. The ${name} releases a bone-shaking roar in a 15-foot cone. Each creature in the area must succeed on a DC Z Constitution saving throw or have Disadvantage on attack rolls until the end of its next turn.
Example Creatures: Lion
BFRD
Type: Bonus ActionRole: Bruiser/BruteMovement
Ravenous Frenzy. Desperate for a meal as its injuries mount, the ${name} moves up to half its speed and makes one Bite attack against a creature it can see within range. The ${name} then regains HP equal to half the damage dealt.
Example Creatures: Troll
BFRD
Type: Trait, ReactionRole: Defender/Soldier
Reactive. The ${name} can take one reaction on every turn in combat.
Example Creatures: Marilith
Notes: BFRD version: The marilith gets up to five extra reactions, but these extra reactions can be used only for Parry.
SRD
Type: ReactionRole: Bruiser/Brute
Reactive Wiggle. When the ${name} is the target of an attack from a creature within 5 feet of it while it is attached to a creature, the ${name} can wiggle, exposing the flesh where it is attached. The attacker must succeed on a DC Z Dexterity saving throw or the attack targets the creature to which the ${name} is attached instead of the ${name}.
Example Creatures: Stirge
BFRD
Type: TraitRole: Controller
Read Fate. The ${name} can spend 1 minute communing with fate on behalf of one creature that remains within 10 feet of it for the duration. The creature must ask a single question concerning a specific goal, event, or activity to occur within 7 days. At the end of the minute, the ${name} pronounces the result of the target’s inquiry. This trait works like the divination spell, except it can’t be used to answer a specific creature’s question more than once every 3 days, regardless if the creature asks a different question
Example Creatures: Wyrdling
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Rearing Kick. The ${name} rears up and kicks its forelegs at one creature it can see within 5 feet of it. The target must succeed on a DC Z Strength saving throw or be knocked Prone or pushed up to 10 feet away from the ${name} (the ${name}’s choice).
Example Creatures: Hippocampus
BFRD
Type: Bonus ActionRole: Bruiser/BruteResistance/Protection
Rearrange Stone. The ${name} rearranges some of the stone comprising its body, choosing one of the following arrangements. The arrangement lasts until the golem ends the effect as a bonus action, uses this bonus action again, or until it is incapacitated.
Jagged Stones. The golem turns several of the stones on its body to point outward. Its AC is reduced by 2, and each time a creature within 5 feet of the golem hits it with a melee attack, the attacker takes XdY piercing damage.
Protective Slabs. The golem slides several flat stones around its body to protect its vulnerable areas. Its speed is reduced by 10 feet, and each time it takes damage, the damage is reduced by XdY.Example Creatures: Stone Golem
BFRD
Type: TraitRole: Bruiser/Brute
Reckless. At the start of its turn, the ${name} 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.
Example Creatures: Minotaur, Berserker
SRD
Type: TraitRole: Bruiser/Brute
Reckless Show-Off. If it can see a fellow ${name} or its magical teacher at the start of its turn, the ${name} has Advantage on the first spell attack roll it makes during that turn, but attack rolls against it also have Advantage until the start of its next turn
Example Creatures: Mage Apprentice
BFRD
Type: TraitRoles: Bruiser/Brute, Solo
Reflective Carapace. Any time the ${name} 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 ${name} is unaffected. On a 6, the ${name} is unaffected, and the effect is reflected back at the caster as though it originated from the ${name}, turning the caster into the target
Example Creatures: Tarrasque
SRD
Type: ReactionRole: SkirmisherMovement
Reflexive Escape. When a creature the ${name} can see attacks it, the ${name} can move up to 5 feet. If this movement puts the ${name} out of reach of the attack, the attack misses.
Example Creatures: Flying Snake
BFRD
Type: ReactionRole: Skirmisher
Reflexive Nip. When a creature the ${name} can see hits it with a melee attack while within 5 feet of it, the ${name} can make a quick nip at the creature. The attacker must succeed on a DC Z Constitution saving throw or be Poisoned until the end of its next turn.
Example Creatures: Giant Poisonous Snake
BFRD
Type: ReactionRoles: Bruiser/Brute, Ambusher
Reflexive Tail Whip. When a creature moves into a space within 15 feet of the ${name}, it can whip its tail at the creature. The target must succeed on a DC Z Strength saving throw or be knocked Prone.
Example Creatures: Wyvern
BFRD
Type: TraitRole: Defender/Soldier
Regeneration. The ${name} regains X hit points at the start of its turn. If the ${name} takes ${damageType} damage, this trait doesn't function at the start of the ${name}'s next turn. The ${name} dies only if it starts its turn with 0 hit points and doesn't regenerate.
Example Creatures: Troll, Vampire
Notes: Vampire has a specific variant with more conditionals attached
SRD
Type: TraitRoles: Solo, Boss
Rejuvenation. If it has an ${item}, a destroyed ${name} 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 ${item}.
Example Creatures: Lich, Mummy Lord, Spirit Naga, Bone Naga
Notes: Lemure have an interesting Hellish Rejuvenation
SRD
Type: TraitRole: Defender/Soldier
Relentless. If the ${name} takes X damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Example Creatures: Boar
Notes: See also: Undead Fortitude
SRD
Type: Bonus ActionRole: Bruiser/Brute
Rending Shake. While grappling a creature, the ${name} shakes its head, tearing at the creature. The Grappled creature must succeed on a DC Z Strength saving throw or take XdY slashing damage and be thrown up to 20 feet in a random direction and knocked Prone. If the 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 Z Dexterity saving throw or take the same damage and be knocked Prone.
Example Creatures: Tyrannosaurus Rex
BFRD
Type: ReactionRole: Leader
Repay the Gift. When a friendly vampire the ${name} can see within 5 feet of it is hit by an attack that would reduce the vampire to 0 HP, the ${name} can give some of its life force to save the vampire. The ${name} loses XdY HP, and the vampire regains HP equal to that amount.
Example Creatures: Vampire Thrall
BFRD
Type: ReactionRole: Controller
Repellent Spray. When a creature the ${name} can see moves to a space within 15 feet of it, the weasel can release a pungent spray at the creature. The target must succeed on a DC Z Constitution saving throw or be Poisoned until the end of its next turn. While Poisoned, the creature can’t move to a space within 5 feet of the ${name}.
Example Creatures: Giant Weasel
BFRD
Type: Bonus ActionRoles: Leader, BossTeamwork
Reposition Forces. Each friendly bandit and thug under the ${name}’s command moves up to half its speed in a direction of the ${name}’s choice. This movement doesn’t provoke opportunity attacks
Example Creatures: Bandit Captain
BFRD
Type: ActionRole: Controller
Repulsion Breath. The ${name} exhales repulsion energy in a 30-foot cone. Each creature in that area must succeed on a DC Z Strength saving throw. On a failed save, the creature is pushed 60 feet away from the ${name}.
Example Creatures: Ancient Bronze Dragon
SRD
Type: TraitRole: ControllerAoE
Restraining Death Burst. When the ${name} dies, it explodes in a burst of viscous ice. Each creature within 5 feet of it must succeed on a DC Z Dexterity saving throw or be Restrained by ice for 1 minute. A creature, including the restrained creature, can take its action to free the restrained creature by succeeding on a DC Z Strength check. The ice melts immediately if the restrained creature takes fire damage, freeing the creature.
Example Creatures: Ice Mephit
BFRD
Type: Trait, ActionRole: Defender/Soldier
Restraining Tentacles. Melee Weapon Attack: +A to hit, reach 15 ft., one target. Hit: XdY ${damageType} damage. If the target is a creature, it is Grappled (escape DC Z). Until this grapple ends, the target is Restrained, and the ${name} can't use its tentacles on another target.
Example Creatures: Giant Octopus
SRD
Type: ReactionRole: Controller
Retributive Shriek. When the ${name} takes damage from a creature it can see within 30 feet of it, the ${name} can shriek with the fury of its tormented existence. That creature must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its next turn.
Example Creatures: Specter
BFRD
Type: ActionRole: Controller
Revelries. The ${name} dances and plays a tune on its pipes, affecting one creature it can see within 30 feet of it in one of the following ways. The target must succeed on a DC Z Charisma saving throw or gain the listed effect. A willing creature can choose to fail the save.
Celebrate. The target feels invigorated by the music, dancing along with it. Until the start of the ${name}’s next turn, the target has advantage on Dexterity saving throws and on the next attack roll it makes.
Overindulge. The ${name}’s song is laced with magical enchantments, and the target is forced to dance along with the music. Until the start of the ${name}’s next turn, the target is charmed, and its speed is reduced by 10 feet, as it dances uncontrollably.
Unnerve. The ${name}’s song and dance turn frightful with heavy stomps, shrill notes, and a rapid, staccato melody. The target is frightened until the end of its next turn.Example Creatures: Satyr
BFRD
Type: TraitRole: Leader
Reviving Prayer. The ${name} spends 10 minutes praying to its deity for the safe return of the soul of a slain creature. At the end of the prayer, the ${name} touches a creature that has been dead no more than 24 hours and returns the creature to life with a number of HP equal to half its HP maximum. Reviving Prayer can’t return to life a creature that has died of old age, nor can it restore any missing body parts. A creature restored to life in this way can’t be returned to life by this ${name} again for 30 days.
Example Creatures: Deva
BFRD
Type: TraitRole: SkirmisherTeamworkResistance/Protection
Riding Flames. Any creature riding a willing ${name} is resistant to fire damage. A creature riding the ${name} without the ${name}’s permission takes XdY fire damage at the start of each of the ${name}’s turns.
Example Creatures: Nightmare
BFRD
Type: Bonus ActionRole: ControllerAoE
Rippling Heat (1/Day). The ${name} exudes an aura of extreme heat for 1 minute. Each creature that starts its turn within R feet of the ${name} and that isn’t a devil must succeed on a DC 11 CON save or be weakened until the start of its next turn. A weakened creature has disadvantage on all attack rolls, and it deals only half damage with weapon attacks that use Strength. A creature that fails this save by 5 or more suffers one level of exhaustion. A creature that has suffered a level of exhaustion from this ${name}’s Rippling Heat can’t suffer another level from this ${name}’s Rippling Heat for 24 hours.
Example Creatures: Lemure
BFRD
Type: ReactionRole: ArtilleryResistance/Protection
Rock Catching. If a rock or similar object is hurled at the ${name}, the ${name} can, with a successful DC 10 Dexterity saving throw, catch the missile and take no bludgeoning damage from it.
Example Creatures: Stone Giant
SRD
Type: Bonus ActionRoles: Skirmisher, Bruiser/Brute
Rotten Hold. The ${name} gnaws idly on the creature grappled by it. The target must succeed on a DC Z Constitution saving throw or take XdY poison damage. A Humanoid slain by this bonus action rises 24 hours later as a ${name}, unless the Humanoid is restored to life or its body is destroyed.
Example Creatures: Zombie
BFRD
Type: ActionRole: Solo
Rotting Fist. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: XdY bludgeoning damage plus X1dY1 necrotic damage. If the target is a creature, it must succeed on a DC Z Constitution saving throw or be cursed with mummy rot. The cursed target can't regain hit points, and its hit point maximum decreases by X2dY2 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
Example Creatures: Mummy
SRD
Type: ActionRole: Bruiser/Brute
Rotting Touch. Melee Weapon Attack: +A to hit, reach 10 ft., one creature. Hit: XdY necrotic damage.
Example Creatures: Violet Fungus
SRD
Type: TraitRoles: Skirmisher, Controller
Rust Metal. Any nonmagical weapon made of metal that hits the ${name} 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.
Example Creatures: Rust Monster
Notes: See also: Corrosive Form, gray ooze's Corrode Metal
SRD
Type: ActionRole: Bruiser/Brute
Sacrificial Dagger. Melee Weapon Attack: +A to hit, reach 5 ft. or range 20/60 ft., one target. Hit: XdY slashing damage plus X1dY1 fire damage or necrotic damage (the ${name}’s choice). If the target is Paralyzed, Prone, Stunned, or Unconscious, it takes an extra X2dY2 slashing damage
Example Creatures: Cult Fanatic
BFRD
Type: Bonus ActionRole: Controller
Save for Later. The ${name} quickly digs a small hole and stuffs one creature Grappled by it into the hole, burying the creature and ending the grapple. A buried creature is Restrained and unable to breathe or stand up. A creature, including the buried creature, can take its action to free the buried creature by succeeding on a DC Z Strength check.
Example Creatures: Ankheg
BFRD
Type: TraitRole: ControllerAoE
Scalding Death Burst. When the ${name} dies, it explodes in a cloud of steam. Each creature within 5 feet of the ${name} must succeed on a DC Z Dexterity saving throw or be scalded for 1 minute. A scalded creature has Disadvantage on weapon attack rolls and on ability checks that require manual dexterity. A scalded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Example Creatures: Steam Mephit
BFRD
Type: Bonus ActionRole: SkirmisherMovement
Scurry. The ${name} moves up to 15 feet without provoking opportunity attacks. If the ${name} is aware of traps in the area, the ${name} can choose if this movement triggers any of them
Example Creatures: Kobold Witch
BFRD
Type: TraitRole: SkirmisherTeamwork
Seabird. The ${name} can swim up to 40 feet on its turn, but it must start and end its movement either flying or on a solid surface, such as a ship or beach. If it is swimming at the end of its turn, it must succeed on a DC Z Constitution saving throw or it immediately begins to sink and suffocate. A suffocating ${name} must succeed on a DC Z Strength check to fly out of the substance where it is sinking.
Example Creatures: Giant Eagle
BFRD
Type: Bonus ActionRole: Ambusher
Seek Prey. The ${name} looks and sniffs around for new prey, releasing a satisfied, guttural chirp when it settles on one. One creature the ${name} can see or sense within 30 feet of it and that can see or hear the ${name} must make a DC Z Wisdom saving throw. On a failure, the target is Frightened until the end of its next turn, and the ${name} has Advantage on the next attack roll it makes against the creature before the start of its next turn.
Example Creatures: Bulette
BFRD
Type: TraitRoles: Controller, BossSenses
Sense Magic. The ${name} senses magic within 120 feet of it at will. This trait otherwise works like the detect magic spell but isn't itself magical.
Example Creatures: Chuul
Notes: See also: Treasure Sense, Iron Scent
SRD
Type: Bonus ActionRole: SkirmisherMovement
Shadow Bond. One creature the ${name} can see within 5 feet of it must succeed on a DC Z Wisdom saving throw or the ${name} bonds with the target’s shadow for 1 minute. While bonded with the target’s shadow, the ${name} can use this bonus action to teleport to an unoccupied space within 5 feet of that creature, provided the creature is within 120 feet of the ${name}.
Example Creatures: Shadow
BFRD
Type: Trait, Bonus ActionRole: AmbusherStealth
Shadow Stealth. While in dim light or darkness, the ${name} can take the Hide action as a bonus action. Its stealth bonus is also improved to +X.
Example Creatures: Shadow
SRD
Type: TraitRole: AmbusherStealth
Shapechanger. The ${name} 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.
Example Creatures: Doppelganger, Quasit, Imp, Mimic, Vampire, Succubus
Notes: All of these are quite different. See also: Change Shape
SRD
Type: Bonus ActionRole: Controller
Shard Belch. The ${name} belches a mixture of stomach gas and crystalline shards in a R-foot cone. Each creature in the area must succeed on a DC Z Dexterity saving throw or be coated in miniscule, crystalline shards until the end of its next turn. A creature coated in shards suffers bouts of pain each time it moves, reducing its speed by 10 feet and imposing Disadvantage on all weapon attack rolls.
Example Creatures: Xorn
BFRD
Type: TraitRole: Defender/SoldierTeamwork
Shared Breath. The ${name}’s gills pull more air from the water than the ${name} needs, expelling the excess as bubbles down its neck and across its back. If an air-breathing creature is riding the ${name}, these bubbles can provide that creature a supply of fresh air when the ${name} isn’t in combat or traveling at a fast pace.
Example Creatures: Hippocampus
BFRD
Type: ActionRole: Bruiser/Brute
Shield Bash. Melee Weapon Attack: +M to hit, reach 5 ft., one creature. Hit: XdY bludgeoning damage. If the target is a Medium or smaller creature, it must succeed on a DC Z Strength saving throw or be knocked Prone.
Example Creatures: Gladiator
SRD
Type: ReactionRole: Defender/SoldierMovement
Shield Wall. The ${name} adds 2 to its AC against one weapon attack that would hit it. To do so, the ${name} must be wielding a shield and within 5 feet of another ${name} that is also wielding a shield
Example Creatures: Duergar
BFRD
Type: TraitRole: ControllerResistance/Protection
Shielded Mind. The ${name} is immune to scrying and to any effect that would sense its emotions, read its thoughts, or detect its location.
Example Creatures: Couatl
Notes: See also: Inscrutable
SRD
Type: LegendaryRole: Defender/Soldier
Shimmering Shield. The ${name} 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 ${name}'s next turn
Example Creatures: Unicorn
SRD
Type: Bonus ActionRoles: Controller, Bruiser/Brute
Shoulder. The ${name} shoves a creature it can see within 5 feet of it. The target must succeed on a DC Z Strength saving throw or be knocked Prone.
Example Creatures: Veteran
BFRD
Type: ReactionRoles: Controller, Bruiser/Brute
Shoving Counter. If a creature misses the ${name} with an attack and the ${name} is wielding a shield, the ${name} can shove its shield into the creature. The attacker must succeed on a DC Z Strength saving throw or be pushed up to 10 feet away from the ${name} and knocked Prone.
Example Creatures: Lizardfolk
BFRD
Type: Bonus ActionRole: SkirmisherAoEMovement
Shoving Rush. The ${name} takes the Dash action. If it moves, it can propel itself into one creature it can see along its path. The target must succeed on a DC Z Strength saving throw or be knocked Prone. This movement doesn’t provoke opportunity attacks from a target that fails this save.
Example Creatures: Merrow
BFRD
Type: TraitRole: Bruiser/Brute
Show of Might. The ${name} can use Strength instead of Charisma when making Charisma (Intimidation) checks.
Example Creatures: Fire Giant
BFRD
Type: ReactionRole: Defender/SoldierAoE
Shriek. When bright light or a creature is within 30 feet of the ${name}, it emits a shriek audible within 300 feet of it. The ${name} continues to shriek until the disturbance moves out of range and for 1d4 of the ${name}'s turns afterward.
Example Creatures: Shrieker
SRD
Type: ActionRoles: Bruiser/Brute, AmbusherDoT
Shriveling Fever Bite. Melee Weapon Attack: +A to hit, reach 5 ft., one creature. Hit: XdY piercing damage, and the target must succeed on a DC Z Constitution saving throw or contract shriveling fever disease, named for the way the disease causes an infected creature’s muscles to shrivel. Until the disease is cured, the creature is Poisoned, and at the end of each long rest, the infected creature must succeed on a DC Z Constitution saving throw or its Strength score is reduced by 1d4. This reduction lasts until the creature finishes a long rest after the disease is cured. If the disease reduces the creature’s Strength to 0, the creature dies. A creature that succeeds on two saves recovers from the disease.
Example Creatures: Jackal
BFRD
Type: ReactionRole: Bruiser/Brute
Siege Follow-Through. If the ${name} destroys an object or structure with an attack, it can make a Bite or Tail attack against a creature it can see within 5 feet of that object or structure.
Example Creatures: Dragon Turtle
BFRD
Type: TraitRole: Bruiser/Brute
Siege Monster. The ${name} deals double damage to objects and structures.
Example Creatures: Kraken, Tarrasque
SRD
Type: ActionRole: ControllerAoE
Sleep Breath. The ${name} exhales sleep gas in a 90-foot cone. Each creature in that area must succeed on a DC Z 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.
Example Creatures: Ancient Brass Dragon
SRD
Type: TraitRoles: Controller, SoloDoT
Slime Pox. Characterized by the slimy pustules that erupt across the victim’s body, slime pox is a disease that infects creatures attacked by an ${name} or that come into contact with an ${name}’s slime. Until the disease is cured, the infected creature can breathe air and water, can’t regain HP except when underwater, and takes XdY acid damage for every 1 hour it remains outside of water or without moisture applied to its skin. Every 24 hours that elapse, the infected creature must make a DC Z Charisma saving throw. Each time a creature fails this save, it views the infecting ${name} more and more favorably, becoming the ${name}’s doting and protective thrall after three failed saves. The successes and failures don’t need to be consecutive, but once a creature has acquired three of a kind, it no longer has to make this save, resulting in either the creature becoming a thrall of the ${name} or an autonomous (though infected) creature. Slime pox can be cured only by the heal spell or similar magic.
Example Creatures: Aboleth
BFRD
Type: Bonus ActionRole: SkirmisherAoEMovement
Slime Slide. While on a solid surface, the ${name} slides up to R feet in a straight line and can move through the space of any creature without provoking opportunity attacks. Each space on that surface along that line is coated in slime until the start of the ${name}’s next turn. Each creature in that line, and any creature that enters a slime-coated space for the first time on a turn must succeed on a DC Z Dexterity saving throw or fall Prone.
Example Creatures: Lantern Hagfish
BFRD
Type: ActionRole: ControllerAoE
Slow. The ${name} targets one or more creatures it can see within 10 feet of it. Each target must make a DC X 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.
Example Creatures: Stone Golem
Notes: See also slow spell
SRD
Type: ActionRole: ControllerAoE
Slow. The ${name} shares the plodding perception of timeless stone with those nearby, slowing all life to a crawl. Each creature within 10 feet of the ${name} must make a DC Z Wisdom saving throw. On a failure, a 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 take either an action or a bonus action on its turn, not both. These effects last for 1 minute. A creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.
Example Creatures: Stone Golem
BFRD
Type: ActionRole: ControllerAoE
Slowing Breath. The ${name} exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC Z 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.
Example Creatures: Ancient Copper Dragon
SRD
Type: ActionRole: Controller
Slowing Spores. The ${name} ejects slowing spores from its body. Each creature that isn’t a ${name} within 5 feet of the ${name} must make a DC Z Wisdom saving throw. On a failure, a creature takes XdY poison damage and is slowed until the end of its next turn. On a success, a creature takes half the damage and isn’t slowed. A slowed creature’s speed is halved, and it can’t take reactions.
Example Creatures: Mycolid
BFRD
Type: ActionRole: ControllerAoE
Slumber Spores. The ${name} ejects sleep-inducing spores from its body. Each creature that isn’t a ${name} within 10 feet of the ${name} must make a DC Z Wisdom saving throw. On a failure, a creature takes XdY poison damage and falls Unconscious for 1 minute. On a success, a creature takes half the damage and doesn’t fall Unconscious. The Unconscious creature wakes if it takes damage or if a creature uses an action to wake it.
Example Creatures: Mycolid Spore Lord
BFRD
Type: TraitRole: LeaderSenses
Snake Friend. The ${name} can communicate with snakes as if they shared a language, and snakes can’t be petrified by the ${name}’s ${abilityName}.
Example Creatures: Medusa
BFRD
Type: TraitRoles: Ambusher, Bruiser/BruteTeamwork
Sneak Attack. The ${name} deals an extra XdY 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 ${name} that isn't Incapacitated and the ${name} doesn't have Disadvantage on the attack roll.
Example Creatures: Assassin
Notes: See also: Pack Tactics
SRD
Type: ReactionRole: SoloResistance/Protection
Solidify. When the ${name} is hit by an attack, it can partially solidify its body, reducing the damage it takes by XdY. If it has taken fire damage since the start of its last turn, the damage it takes is reduced by X1dY1 instead. The ${name} can’t use this reaction if it has taken cold damage since the start of its last turn.
Example Creatures: Gray Ooze
BFRD
Type: ReactionRoles: Solo, Boss
Soul Drain. When the ${name} reduces a Humanoid to 0 HP, it can absorb the creature’s soul. The target must succeed on a DC Z Wisdom saving throw or immediately die, its soul becoming trapped in the ${name}’s sword. The ${name} has advantage on attack rolls for 1 minute after absorbing a soul. The creature can’t be restored to life until the ${name} is permanently destroyed.
Example Creatures: Death Knight
BFRD
Type: Bonus ActionRole: ControllerAoE
Soul Feed. The ${name} feasts on the light in the soul of up to two creatures it can see within 20 feet of it, causing one of the following effects. Each target must succeed on a DC Z Charisma saving throw or suffer the chosen effect. A creature that fails the save against Soul Feed two rounds in a row suffers one level of exhaustion.
Happiness Feast. The ${name} feasts on the target’s happiness, causing the target to become crestfallen. The target has Disadvantage on attack rolls until the end of its next turn.
Hope Feast. The ${name} feasts on the target’s hope, causing the target to become despondent. The target has Disadvantage on saves until the end of its next turn.
Motivation Feast. The ${name} feasts on the target’s motivation, causing the target to lose its ambitions and become apathetic. The target’s speed is halved until the end of its next turn.Example Creatures: Husk Demon
BFRD
Type: TraitRoles: Controller, BossSenses
Speak with Beasts and Plants. The ${name} can communicate with beasts and plants as if they shared a language.
Example Creatures: Dryad
SRD
Type: TraitRole: Defender/Soldier
Spell Storing. A spellcaster who wears the ${name}'s amulet can cause the ${name} to store one spell of 4th level or lower. To do so, the wearer must cast the spell on the ${name}. The spell has no effect but is stored within the ${name}. When commanded to do so by the wearer or when a situation arises that was predefined by the spellcaster, the ${name} 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
Example Creatures: Shield Guardian
SRD
Type: TraitRole: SkirmisherMovement
Spider Climb. The ${name} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Example Creatures: Vampire, Ettercap
Notes: Counterintuvely, it goes with climbing speed
SRD
Type: ActionRole: Bruiser/Brute
Spiked Bone Club. Melee Weapon Attack: +A to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) bludgeoning damage plus 2 (1d4) piercing damage.
Example Creatures: Grimlock
SRD
Type: ReactionRole: Defender/Soldier
Split. When a ${name} that is Medium or larger is subjected to lightning or slashing damage, it splits into two new ${name}s if it has at least 10 hit points. Each new ${name} has hit points equal to half the original ${name}'s, rounded down. New ${name}s are one size smaller than the original ${name}.
Notes: Usually Oozes
SRD
Type: ActionRole: ControllerAoEDoT
Spores. A 15-foot-radius cloud of toxic spores extends out from the ${name}. The spores spread around corners. Each creature in that area must succeed on a DC Z Constitution saving throw or become Poisoned. While Poisoned in this way, a target takes XdY 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.
Example Creatures: Vrock
SRD
Type: TraitRoles: Defender/Soldier, Solo
Stalwart. If the ${name} starts its turn afflicted by an ongoing effect that allows for a repeated saving throw to end the effect, the ${name} can make the saving throw at the start of the turn instead of the end and has Advantage on the saving throw.
Example Creatures: Berserker
BFRD
Type: TraitRoles: Ambusher, SkirmisherMovement
Standing Leap. The ${name}'s long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Example Creatures: Frog
SRD
Type: ActionRoles: Controller, Solo, Defender/Soldier
Startling Screech. The ${name} emits a horrific screech at one creature it can see within R feet of it. The target must succeed on a DC Z Constitution saving throw or be able to take either an action or bonus action on its turn, not both, and it can’t take reactions.
Example Creatures: Vrock
BFRD
Type: Bonus ActionRole: Controller
Steal Breath. The ${name} calls on the air in the lungs of one breathing creature it can see within R feet of it, causing the air to leave the creature. The target must succeed on a DC Z Constitution saving throw or be unable to speak or cast spells with verbal components until the end of its next turn. A creature that fails the save by 5 or more is also Incapacitated and suffocating for the duration, as it coughs uncontrollably.
Example Creatures: Invisible Stalker
BFRD
Type: Bonus ActionRole: Skirmisher
Steal Item. The ${name} steals an object from one creature it can see within 5 feet of it. The target must succeed on a DC Z Dexterity saving throw or lose one object it is wearing or carrying of the ${name}’s choice. The object must weigh no more than 10 pounds, can’t be a weapon, and can’t be wrapped around or firmly attached to the target, such as a shirt or armor.
Example Creatures: Bandit Captain
BFRD
Type: ActionRole: Bruiser/BruteAoE
Steam Breath. The ${name} exhales scalding steam in a 60-foot cone. Each creature in that area must make a DC Z Constitution saving throw, taking XdY fire damage on a failed save, or half as much damage on a successful one. Being underwater doesn't grant resistance against this damage.
Example Creatures: Dragon Turtle
SRD
Type: TraitRole: Controller
Stench. Any creature other than a ${name} that starts its turn within 5 feet of the ${name} must succeed on a DC X 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 ${name}s for 1 hour.
Example Creatures: Troglodyte
SRD
Type: TraitRole: AmbusherStealth
Stone Camouflage. The ${name} has Advantage on Dexterity (Stealth) checks made to hide in rocky terrain.
Example Creatures: Xorn, Grick
Notes: See also Underwater Camouflage on giant octopus
SRD
Type: Bonus ActionRole: Controller
Strange Bauble. The ${name} reaches into a pocket, pulls out a small object, and throws it at a creature the ${name} can sense within 30 feet. The ${name} chooses one of the following objects:
Flashing Rock. The ${name} throws a warm, scintillating rock at the target that bursts with a myriad of colors. The target must succeed on a DC 11 DEX save or be blinded until the end of its next turn.
Illusory Dancer. The ${name} throws a small disk that emits a blurry, fractured illusion of a graceful, humanoid dancer. The target must succeed on a DC 11 CHA save or be incapacitated until the end of its next turn as it is mesmerized by the dance.
Whirling Death. The ${name} throws a small, bladed gear that grows larger and larger as it travels toward the target, threatening to slice the target into pieces. The target must succeed on a DC 11 WIS save or be frightened until the end of its next turn. On a success, the target realizes the gear’s growth was a magical, illusory effect and that the gear never increased in size.Example Creatures: Grimlock
BFRD
Type: ActionRole: Bruiser/Brute
Strength Drain. Melee Weapon Attack: +M to hit, reach 5 ft., one creature. Hit: XdY 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. If a non-evil humanoid dies from this attack, a new ${name} rises from the corpse 1d4 hours later.
Example Creatures: Shadow
Notes: See also: Life Drain. See also: Intellect Devourer (MM)
SRD
Type: ReactionRole: Bruiser/Brute
Stubborn Attacker. When the ${name} misses with an attack, it can change that miss to a hit.
Example Creatures: Bugbear Champion
BFRD
Type: ActionRole: Controller
Stunning Screech. The ${name} 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 Z Constitution saving throw or be stunned until the end of the ${name}'s next turn.
Example Creatures: Vrock
SRD
Type: ActionRole: ControllerAoE
Stunning Snap. If the ${name} has no creature grappled, it snaps its mandibles together with great force, creating a miniature sonic boom in a R-foot cone. Each creature in that area must make a DC 14 CON save. On a failure, a creature takes XdY thunder damage and is stunned until the end of its next turn. On a success, a creature takes half the damage and isn’t stunned.
Example Creatures: Mire Fiend
BFRD
Type: Bonus ActionRoles: Skirmisher, Bruiser/Brute
Sucker Punch. The ${name} employs unscrupulous tactics to hit its opponent in a vulnerable spot. One creature the ${name} can see within 5 feet of it must make a DC Z Dexterity saving throw. On a failure, the target takes XdY bludgeoning damage
Example Creatures: Thug
BFRD
Type: ReactionRoles: Skirmisher, Bruiser/BruteMovement
Sudden Feast. When a creature the ${name} can see within 20 feet of it is reduced to 0 HP or dies, the nalfeshnee can move up to its speed toward the creature without provoking opportunity attacks then feast on the creature, if it moves to within 5 feet of the creature. The ${name} regains HP equal to twice the creature’s CR or class level, and the creature has disadvantage on the next death save it makes, if it is making death saves.
Example Creatures: Nalfeshnee
BFRD
Type: TraitRole: SoloAoE
Suffocating Heat. After the ${name} uses its Fire Breath, the air around it is devoid of moisture and lacking in breathable air. While the ${name}’s Fire Breath is unavailable, each creature that requires air to breathe, other than the ${name}, and that starts its turn within 10 feet of the ${name} must succeed on a DC Z Constitution saving throw or begin suffocating. A creature that fails this save for two consecutive rounds falls Unconscious until it takes damage or another creature uses an action to wake it.
Example Creatures: Young Brass Dragon
BFRD
Type: TraitRole: None
Sunlight Weakness. While in sunlight, the ${name} has Disadvantage on attack rolls, ability checks, and saving throws.
Example Creatures: Shadow, Wight
SRD
Type: TraitRole: Defender/SoldierMovementResistance/Protection
Sure-Footed. The ${name} has Advantage on Strength and Dexterity saving throws made against effects that would knock it Prone.
Example Creatures: Giant Goat
SRD
Type: TraitRole: AmbusherStealth
Surprise Attack. If the ${name} surprises a creature and hits it with an attack during the first round of combat, the target takes an extra XdY damage from the attack.
Example Creatures: Doppelganger
SRD
Type: ActionRoles: Defender/Soldier, ControllerDoT
Swallow. The ${name} 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 ${name}, and it takes XdY acid damage at the start of each of the ${name}'s turns. The ${name} can have only one target swallowed at a time. If the ${name} dies, a swallowed creature is no longer Restrained by it and can escape from the corpse using 5 feet of movement, exiting Prone.
Example Creatures: Giant Frog
SRD
Type: ActionRole: Skirmisher
Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a ${memberSize} ${memberCreature}. The swarm can't regain hit points or gain temporary hit points.
Example Creatures: Swarm of Bats
SRD
Type: ActionRole: Skirmisher
Swarm Bites. Melee Weapon Attack: +A to hit, reach 0 ft., one creature in the swarm's space. Hit: 2XdY ${damageType} damage, or XdY ${damageType} damage if the swarm has half of its hit points or fewer.
Example Creatures: Swarm of Bats
Notes: Swarm of Poisonous Snakes has similar attack with a rider
SRD
Type: Bonus ActionRoles: Bruiser/Brute, Leader
Tactical Analysis. The ${name} briefly studies one creature it can see within 30 feet of it. It has advantage on the next attack roll it makes against that creature before the start of the ${name}’s next turn
Example Creatures: Hobgoblin
BFRD
Type: Bonus ActionRole: Controller
Tail Slap. The ${name} slaps one creature it can see within 15 feet of it with its tail. The target must succeed on a DC Z Strength saving throw or be pushed up to 15 feet away from the ${name} and knocked Prone. A creature that fails this save by 5 or more is also stunned until the end of its next turn.
Example Creatures: Orca
BFRD
Type: TraitRole: Controller
Tainted Attacks. A creature that is reduced to 0 HP by a ${name} must succeed on a DC Z Charisma saving throw or suffer one level of exhaustion. While a creature suffers from this exhaustion, it loses most of its memories aside from basic information about itself, such as its name and its capabilities, and it is wracked with nightmarish visions that include a crimson rune.
Example Creatures: Crimson Jelly
BFRD
Type: Bonus ActionRole: Defender/Soldier
Taunting Bark. The ${name} lets out a high-pitched laugh and taunts one creature it can see within 30 feet of it. The target must make a DC Z Charisma saving throw. On a failure, a creature takes XdY psychic damage and must spend its next turn moving up to its speed toward the ${name} and make one attack against the ${name}
Example Creatures: Gnoll
BFRD
Type: TraitRoles: Controller, LeaderSensesTeamwork
Telepathic Bond. While the ${name} 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.
Example Creatures: Homunculus
SRD
Type: Action, Bonus ActionRole: SkirmisherMovement
Teleport. The ${name} magically teleports, along with any equipment it is wearing or carrying, up to X feet to an unoccupied space it can see.
Example Creatures: Balor
Notes: See also: Tree Stride, unicorn's Teleport
SRD
Type: ActionRole: Bruiser/Brute
Tentacle Slam. The ${name} slams creatures grappled by it into each other or a solid surface. Each creature must succeed on a DC Z Constitution saving throw or take XdY bludgeoning damage and be Stunned until the end of the ${name}'s next turn. On a successful saving throw, the target takes half the bludgeoning damage and isn't Stunned
Example Creatures: Otyugh
SRD
Type: Bonus ActionRole: ControllerAoE
Territorial Shriek. The ${name} shrieks a territorial challenge at up to two creatures it can see within 60 feet of it. Each target must succeed on a DC Z Charisma saving throw or be Frightened until the end of its next turn. While frightened by this shriek, a creature must take the Dash action on its turn and move away from the ${name} by the safest available route, unless there is nowhere to move.
Example Creatures: Roc
BFRD
Type: Bonus ActionRole: None
That One! One of the ${name}’s heads picks a creature the ${name} can see within R feet of it, gaining advantage on its next attack against that creature. The other head doesn’t like being told what to do and has disadvantage on its next attack against that creature. Each weapon attack notes which head controls that weapon.
Example Creatures: Ettin
BFRD
Type: Bonus ActionRole: Bruiser/Brute
Throw. One Large or smaller creature Grappled by the ${name} is thrown up to 50 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 Z Dexterity saving throw or take the same damage and be knocked Prone.
Example Creatures: Giant Ape
BFRD
Type: ReactionRole: SkirmisherAoEMovement
Thunderous Retreat. When a creature the ${name} can see deals damage to it, the ${name} can expel a crack of thunder and move up to R feet to an unoccupied space it can see. Each creature within 5 feet of the space the ${name} left must succeed on a DC Z Constitution saving throw or take XdY thunder damage.
Example Creatures: Air Elemental
BFRD
Type: Bonus ActionRole: Bruiser/BruteDoTMovement
Trail of Death. The ${name} moves up to R feet in a straight line. This distance is not reduced by moving through creatures or objects, and this movement doesn’t provoke opportunity attacks. The first time it enters a creature’s space during this move, that creature must succeed on a DC Z Dexterity saving throw or be afflicted with wasting doom. While afflicted with wasting doom, a creature takes XdY necrotic damage at the start of each of its turns. Wasting doom ends if a creature starts its turn in sunlight or regains HP.
Example Creatures: Wraith
BFRD
Type: ReactionRole: Defender/SoldierTeamwork
Trained Shift. If the ${name}’s rider is subjected to an effect that would knock it Prone or dismount it, the ${name} can shift its body to assist the rider. The rider has Advantage on the check or save to avoid the effect.
Example Creatures: War Horse
BFRD
Type: TraitRole: AmbusherStealth
Transparent. Even when the ${name} is in plain sight, it takes a successful DC X Wisdom (Perception) check to spot a ${name} that has neither moved nor attacked. A creature that tries to enter the ${name}'s space while unaware of the cube is surprised by the ${name}.
Example Creatures: Gelatinous Cube
Notes: See also: False Appearance
SRD
Type: TraitRole: AmbusherStealth
Transparent. While in an area of dim or bright light, the ${name} is invisible. While in darkness, creatures without darkvision can see the ${name}’s faint crimson glow.
Example Creatures: Crimson Jelly
BFRD
Type: ActionRole: SkirmisherMovement
Travel the Planes. The ${name} magically transports itself to a different plane of existence. This works like the plane shift spell, except the ${name} can affect only itself and can’t use this action to banish an unwilling creature.
Example Creatures: Rakshasa
BFRD
Type: TraitRole: NoneSenses
Treasure Sense. The ${name} can pinpoint, by scent, the location of precious metals and stones, such as coins and gems, within 60 feet of it.
Example Creatures: Xorn
SRD
Type: TraitRoles: Skirmisher, AmbusherMovement
Tree Stride. Once on its turn, the ${name} can use 10 feet of its movement to step magically into one living tree within its 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.
Example Creatures: Dryad
Notes: See also: Teleport
SRD
Type: ActionRoles: Defender/Soldier, Solo
Trident. Melee or Ranged Weapon Attack: +A to hit, reach 5 ft. or range 20/60 ft., one target. Hit: XdY piercing damage, or X1dY1 piercing damage if used with two hands to make a melee attack. If the target is wielding a weapon or shield, it must succeed on a DC Z Dexterity saving throw or drop the weapon or shield (the ${name}’s choice if the target is wielding both)
Example Creatures: Sahuagin
BFRD
Type: Bonus ActionRole: Controller
Trunk Grab. The ${name} grabs one Large or smaller creature within 10 feet of it. The target must succeed on a DC Z Strength saving throw or be Grappled (escape DC Z). Until this grapple ends, the target is Restrained, and the ${name} can’t use Trunk Grab on another creature.
Example Creatures: Mammoth
BFRD
Type: TraitRole: SkirmisherMovement
Tunneler. The ${name} can burrow through ice, snow, and permafrost, and it leaves a 5-foot-diameter tunnel in its wake.
Example Creatures: Remorhaz
BFRD
Type: TraitRole: Defender/SoldierResistance/Protection
Turn Defiance. The ghast and any ghouls within 30 feet of it have Advantage on saving throws against effects that turn undead.
Example Creatures: Ghast
SRD
Type: TraitRole: Defender/SoldierResistance/Protection
Two Heads. The ${name} has Advantage on Wisdom (Perception) checks and on saving throws against being Blinded, charmed, Deafened, Frightened, stunned, and knocked unconscious.
Example Creatures: Ettin
Notes: See also hydra's Reactive Heads
SRD
Type: Trait, ReactionRole: Defender/Soldier
Undead Fortitude. If damage reduces the ${name} 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 ${name} drops to 1 hit point instead.
Example Creatures: Zombie
SRD
Type: TraitRole: None
Undead Nature. The ${name} doesn’t require air, food, drink, or sleep.
Example Creatures: Minotaur Skeleton
BFRD
Type: ActionRoles: Leader, Boss
Undead Servitors. The ${name} magically calls 2d6 skeletons or zombies, 1d4 specters, or 2 mummies. The called creatures arrive in 1d4 rounds, acting as allies of the ${name} and obeying its spoken commands. The Undead remain for 1 hour, until the ${name} dies, or until the ${name} dismisses them as a bonus action. The ${name} can have any number of Undead under its control at one time, provided the combined total CR of the Undead is no higher than 6.
Example Creatures: Mummy Lord
BFRD
Type: Bonus ActionRoles: Controller, LeaderTeamwork
Unholy Brand. One creature the ${name} can see within 30 feet of it must succeed on a DC Z Charisma saving throw or be marked with an unholy brand until the start of the ${name}’s next turn. While the creature is branded, Fiends and cultists have Advantage on attack rolls against it
Example Creatures: Cult Fanatic
BFRD
Type: ReactionRole: Controller
Unnerving Mask. When a creature the ${name} can see starts its turn within 30 feet of the ${name}, the ${name} 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 ${name}, it must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its turn.
Example Creatures: Chain Devil
SRD
Type: LegendaryRole: Bruiser/Brute
Unrestrained Art. The ${name} unleashes the full force of its artistic talents. Each creature with 15 feet of the ${name} must make a DC Z Dexterity saving throw. On a failure, a creature takes XdY damage of the type chosen with the Versatile Artist trait and is knocked Prone. On a success, a creature takes half the damage and isn’t knocked Prone.
Example Creatures: Virtuoso Lich
BFRD
Type: TraitRole: Leader
Unshakable Command. Each friendly creature within 30 feet of the ${name} can’t be Charmed or Frightened while the ${name} isn’t Incapacitated.
Example Creatures: Hobgoblin Commander
BFRD
Type: Bonus ActionRole: ControllerAoE
Vent Heat. As the ${name}’s life force ebbs, its body generates more heat to protect itself. It can open valves in its carapace to vent this excess heat. Each creature within 5 feet of the ${name} must succeed on a DC Z Constitution saving throw or suffer one level of Exhaustion.
Example Creatures: Remorhaz
BFRD
Type: TraitRole: SoloSenses
Wakeful. While the ${name} sleeps, at least one of its heads is awake.
Example Creatures: Hydra, Ettin
SRD
Type: Bonus ActionRole: LeaderAoETeamwork
Warlord’s Rally. The ${name} yells a rallying cry to its allies. Each friendly creature within 30 feet of the ${name} that can hear the ${name} has advantage on the next attack roll it makes before the start of the ${name}’s next turn
Example Creatures: Orc Warlord
BFRD
Type: Bonus ActionRole: Bruiser/BruteAoE
Warning Bugle. The ${name} emits a piercing call in a 30-foot cone, signaling its impending attack. Each creature in the area must succeed on a DC Z Wisdom saving throw or be Frightened until the end of its next turn. If the triceratops uses this bonus action before moving the requisite 20 feet for Trampling Charge, the target of its charge has Disadvantage on this save, and the triceratops can make a Stomp attack against the Prone target without needing to use a bonus action, provided the target fails the Strength saving throw from the charge.
Example Creatures: Triceratops
BFRD
Type: Bonus ActionRole: SkirmisherTeamwork
Warning Yip. The ${name} can emit a brief yip at one friendly ${name} or gnoll it can see within 30 feet of it, warning the target of danger. The next attack roll against the target before the start of the ${name}’s turn has Disadvantage.
Example Creatures: Giant Hyena
BFRD
Type: Bonus ActionRoles: Skirmisher, Bruiser/Brute
Warrior’s Advance. The ${name} moves up to its speed toward a hostile creature that it can see
Example Creatures: Orc
BFRD
Type: TraitRole: None
Water Susceptibility. For every 5 feet the ${name} moves in water, or for every gallon of water splashed on it, it takes 1 cold damage.
Example Creatures: Fire Elemental
SRD
Type: ActionRole: ControllerAoE
Weakening Breath. The ${name} exhales gas in a 90-foot cone. Each creature in that area must succeed on a DC Z 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. Ancient Gold Dragon
SRD
Type: ActionRole: Controller
Web. Ranged Weapon Attack: +M to hit, range 30/60 ft., one creature. Hit: The target is Restrained by webbing. As an action, the Restrained target can make a DC X 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).
Example Creatures: Giant Spider
SRD
Type: TraitRoles: Controller, LeaderSenses
Web Sense. While in contact with a web, the ${name} knows the exact location of any other creature in contact with the same web.
Example Creatures: Ettercap
SRD
Type: TraitRole: SkirmisherMovement
Web Walker. The ${name} ignores movement restrictions caused by webbing.
Example Creatures: Ettercap
SRD
Type: Bonus ActionRole: Controller
Whirl of Ink. Tattoos leap off the ${name}’s body and latch onto a creature the ${name} can see within 30 feet of it. The target must succeed on a DC Z Wisdom saving throw or be Charmed, disoriented, or Frightened (the ${name}’s choice) until the end of its next turn. When a disoriented creature moves, it moves in a random direction.
Example Creatures: Unska
BFRD
Type: ActionRole: Bruiser/BruteAoE
Whirlwind. Each creature in the ${name}'s space must make a DC Z Strength saving throw. On a failure, a target takes XdY bludgeoning damage and is flung up 20 feet away from the ${name} 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 Z Dexterity saving throw or take the same damage and be knocked Prone. If the saving throw is successful, the target takes half the bludgeoning damage and isn't flung away or knocked Prone.
Example Creatures: Air Elemental
SRD
Type: LegendaryRoles: Skirmisher, SoloMovementResistance/Protection
Whirlwind of Sand. The ${name} magically transforms into a whirlwind of sand, moves up to 60 feet, and reverts to its normal form. While in whirlwind form, the ${name} is immune to all damage, and it can't be grappled, petrified, knocked prone, restrained, or stunned. Equipment worn or carried by the ${name} remain in its possession
Example Creatures: Mummy Lord
SRD
Type: ActionRole: Bruiser/BruteSenses
Wild Reach. The ${name} taps into ancient memories of magic and reaches toward nearby magic with an unpracticed grasp, releasing a burst of energy. Each creature within R feet of the ${name} must make a DC Z Dexterity saving throw save, taking XdY damage on a failed save, or half as much damage on a successful one. If a magic item, spell effect, or spellcaster is within 2R feet of the ${name}, the burst is pure arcane energy, dealing force damage. If no magic is within 2R feet of the ${name}, the burst pulls from the ${name}’s own life force, dealing necrotic damage. If the damage is necrotic, the ${name} takes necrotic damage as if it succeeded on the save.
Example Creatures: Chuul
BFRD
Type: Bonus ActionRole: ControllerAoE
Wintry Blast. A blast of wintry air extends in a R-foot line that is 5 feet wide from the ${name}’s outstretched hand. Each creature in the line must succeed on a DC Z Constitution saving throw or its speed is halved until the end of its next turn. A creature that fails the save by 5 or more is petrified in ice for 1 hour or until a creature spends 1 minute warming the petrified creature.
Example Creatures: Frost Giant
BFRD
Type: Bonus ActionRole: LeaderTeamwork
Witch’s Cauldron. The ${name} ladles steaming brew out of a small cauldron it is holding and flings the substance at one friendly creature it can see within 15 feet of it. The target gains XdY temporary HP until the start of the ${name}’s next turn
Example Creatures: Kobold Witch
BFRD
Type: TraitRole: SkirmisherMovement
Woodland Walk. Difficult terrain composed of nonmagical plants doesn’t cost the ${name} extra movement. In addition, the herald can pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.
Example Creatures: Wood Herald
BFRD
Type: Bonus ActionRoles: Bruiser/Brute, Controller
Wrestle. The ${name} performs one of the following wrestling maneuvers against one creature it is grappling. The target must succeed on a DC Z Strength save or suffer the listed effect until the ${name} uses this bonus action again or until the grapple ends.
Armbar. The target has disadvantage on attack rolls and on checks made to escape the grapple.
Chinlock. The target can’t speak and can’t cast spells with verbal components.
Takedown. The target is knocked prone and restrained.
Throw. The target is thrown up to 30 feet in a random direction and knocked prone, ending the grapple. If a thrown target strikes a solid surface, the target takes XdY bludgeoning damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC Z Dexterity saving throw or take the same damage and be knocked prone.Example Creatures: Stone Giant
BFRD
