Creature Feature Compendium

Roles
Ambushers are creatures relying on stealth and surprise.
Artillery are ranged attackers, often agile.
Bosses usually lead a horde of minions, maybe with leutenant or two (controllers, leaders, and defenders).
Bruisers/Brutes are heavy hitters, damage dealers.
Controllers work through statuses/conditions, movement and terrain control.
Defender/soldiers are what is known as "tanks" in MMOs, they soak up the damage and protect their allies.
Leaders coordinate, direct, and buff allies.
No clear combat-role identity; generally utility, flavor, or broadly applicable feature text.
Skirmishers are quick and mobile, light units.
Solo creatures, as the name suggest, are able to survive alone (or at least go down fighting) against the party of adventurers; legendary, lair and villain actions are a must.
Tags
Area of Effect. The feature affects multiple targets within a specified area.
Damage over Time. The feature deals damage each turn/round.
The feature grants or enhances movement in some way, or otherwise allows to change position.
Keen or special senses and communications.
Buffing allies or benefitting from having allies.
Stealth, ambush, deception.
The feature grants advantage/autosuccess on saving throws or damage resistance/immunity.
Good for an NPC.
Sources

431 of 431 entries

  • Type: TraitRole: ControllerAoE

    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.

  • Type: TraitRole: NoneResistance/Protection

    Accustomed to Filth. The ${name} has Advantage on saves against contracting diseases.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: AmbusherStealth

    Ambusher. In the first round of a combat, the ${name} has Advantage on attack rolls against any creature it surprised.

  • Type: TraitRole: SkirmisherMovement

    Amorphous. The ${name} can move through a space as narrow as 1 inch wide without squeezing.

  • Type: TraitRole: Skirmisher

    Amphibious. The ${name} can breathe air and water.

  • 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).

  • 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.

  • 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

  • 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.

  • 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)

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: NoneMovement

    Beast of Burden. The ${name} is considered to be a Large animal for the purpose of determining its carrying capacity.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • Type: TraitRole: NoneSenses

    Blind Senses. The ${name} can't use its blindsight while Deafened and unable to smell.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}

  • 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.

  • Type: TraitRole: Defender/SoldierResistance/Protection

    Brave. The ${name} has Advantage on saving throws against being Frightened.

  • 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).

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}

  • Type: TraitRole: AmbusherStealth

    Chameleon Skin. The ${name} has Advantage on Dexterity (Stealth) checks made to hide.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: None

    Clumsy. While not flying, the ${name} is vulnerable to the Grappled, Prone, and Restrained conditions.

  • 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.

  • 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.

  • Type: TraitRole: Defender/SoldierResistance/Protection

    Confer Fire Resistance. The ${name} can grant resistance to fire damage to anyone riding it

  • 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.

  • 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

  • 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.

  • 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

  • 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

  • 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

  • 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

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: Defender/SoldierResistance/Protection

    Dark Devotion. The ${name} has Advantage on saving throws against being charmed or Frightened.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: LegendaryRoles: Boss, Solo

    Detect. The ${name} automatically detects every creature and trap within 60 feet of it, pinpointing the current location of each

  • Type: TraitRole: NoneSenses

    Devil's Sight. Magical darkness doesn't impede the ${name}'s darkvision.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRoles: Solo, Defender/Soldier

    Divine Blessing. The ${name} is resistant to necrotic damage or radiant damage, as appropriate for the ${name}’s deity

  • 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.

  • 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

  • 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

  • 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.

  • 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.

  • Type: TraitRole: NoneMovement

    Draft Animal. The ${name} can push, drag, or lift weight in pounds equal to three times its carrying capacity.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: AmbusherStealth

    Earthen Camouflage. The ${name}’s Stealth is 14 while in muddy, rocky, sandy, or stony terrain.

  • Type: TraitRole: NoneSenses

    Echolocation. The ${name} can't use its blindsight while Deafened.

  • 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.

  • 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.

  • 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.

  • 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}

  • 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.

  • 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.

  • 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

  • Type: Bonus ActionRoles: Artillery, SkirmisherMovement

    Escape to Report. The ${name} takes the Dash or Disengage action.

  • 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.

  • 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.

  • 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

  • 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.

  • Type: Bonus ActionRole: SkirmisherMovement

    Evasive Flight. The ${name} takes the Disengage or Dodge action. It can use this bonus action only while flying.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: SkirmisherMovement

    Flyby. The ${name} doesn't provoke opportunity attacks when it flies out of an enemy's reach.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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

  • Type: TraitRole: NoneResistance/Protection

    Giant Attributes. The ${name} is resistant to the stunned condition, and it is vulnerable to the prone condition.

  • Type: TraitRole: Defender/SoldierResistance/ProtectionRacial Trait

    Gnome Cunning. The ${name} has Advantage on Intelligence, Wisdom, and Charisma saving throws against magic.

  • 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.

  • Type: TraitRoles: Bruiser/Brute, Defender/Soldier

    Grappler. The ${name} has advantage on attack rolls against any creature grappled by it.

  • 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.

  • 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

  • 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

  • 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.

  • 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.

  • 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.

  • Type: TraitRoles: Defender/Soldier, SoloResistance/Protection

    Hardy. Any critical hit against the dinosaur becomes a normal hit.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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).

  • 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.

  • 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

  • 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.

  • Type: TraitRole: Ambusher

    Hold Breath. The ${name} can hold its breath for X minutes.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: NoneAoE

    Illumination. The ${name} sheds bright light in a X-foot radius and dim light for an additional X feet.

  • 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

  • Type: TraitRole: Defender/SoldierResistance/Protection

    Immutable Form. The ${name} is immune to any spell or effect that would alter its form.

  • 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

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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

  • Type: Bonus ActionRole: AmbusherMovement

    Instinct to Pursue. The ${name} takes the Dash action toward an uninfected Humanoid it can see or sense.

  • 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.

  • 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

  • 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

  • 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.

  • Type: TraitRole: AmbusherSenses

    Iron Scent. The ${name} can pinpoint, by scent, the location of ferrous metal within X feet of it.

  • Type: TraitRole: AmbusherSenses

    Keen Hearing. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing.

  • Type: TraitRole: AmbusherSenses

    Keen Hearing and Sight. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing or sight.

  • Type: TraitRole: AmbusherSenses

    Keen Hearing and Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on hearing or smell.

  • Type: TraitRole: AmbusherSenses

    Keen Sight and Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on sight or smell.

  • Type: TraitRole: AmbusherSenses

    Keen Smell. The ${name} has Advantage on Wisdom (Perception) checks that rely on smell.

  • 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.

  • 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).

  • 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

  • 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.

  • Type: TraitRoles: Boss, SoloResistance/Protection

    Legendary Resistance. If the ${name} fails a saving throw, it can choose to succeed instead.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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

  • Type: TraitRoles: Defender/Soldier, SoloResistance/Protection

    Magic Resistance. The ${name} has Advantage on saving throws against spells and other magical effects.

  • 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

  • Type: TraitRoles: Bruiser/Brute, Ambusher

    Magic Weapons. The ${name}'s weapon attacks are magical.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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

  • 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.

  • 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).

  • 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.

  • 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.

  • Type: TraitRoles: Bruiser/Brute, Ambusher

    Opportunist. The ${name} has Advantage on opportunity attacks

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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).

  • Type: Bonus ActionRole: Bruiser/Brute

    Pin. One creature grappled by the ${name} is knocked Prone, and it is Restrained until the grapple ends

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: AmbusherSenses

    Prey Sense. The ${name} can pinpoint, by scent, the location of Medium and smaller creatures within 30 feet of it.

  • 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.

  • 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.

  • 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

  • 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.

  • 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

  • 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

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: Trait, ReactionRole: Defender/Soldier

    Reactive. The ${name} can take one reaction on every turn in combat.

  • 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}.

  • 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

  • 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).

  • 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.

  • 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.

  • 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

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • Type: ActionRole: Bruiser/Brute

    Rotting Touch. Melee Weapon Attack: +A to hit, reach 10 ft., one creature. Hit: XdY necrotic damage.

  • 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.

  • 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

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: Bruiser/Brute

    Show of Might. The ${name} can use Strength instead of Charisma when making Charisma (Intimidation) checks.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: Bruiser/Brute

    Siege Monster. The ${name} deals double damage to objects and structures.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRoles: Controller, BossSenses

    Speak with Beasts and Plants. The ${name} can communicate with beasts and plants as if they shared a language.

  • 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

  • Type: TraitRole: SkirmisherMovement

    Spider Climb. The ${name} can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: AmbusherStealth

    Stone Camouflage. The ${name} has Advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

  • 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.

  • 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.

  • Type: ReactionRole: Bruiser/Brute

    Stubborn Attacker. When the ${name} misses with an attack, it can change that miss to a hit.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • Type: TraitRole: None

    Sunlight Weakness. While in sunlight, the ${name} has Disadvantage on attack rolls, ability checks, and saving throws.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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}

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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}.

  • 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.

  • 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.

  • 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.

  • 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.

  • 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)

  • 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.

  • Type: TraitRole: SkirmisherMovement

    Tunneler. The ${name} can burrow through ice, snow, and permafrost, and it leaves a 5-foot-diameter tunnel in its wake.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: None

    Undead Nature. The ${name} doesn’t require air, food, drink, or sleep.

  • 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.

  • 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

  • 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.

  • 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.

  • 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.

  • 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.

  • Type: TraitRole: SoloSenses

    Wakeful. While the ${name} sleeps, at least one of its heads is awake.

  • 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

  • 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.

  • 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.

  • Type: Bonus ActionRoles: Skirmisher, Bruiser/Brute

    Warrior’s Advance. The ${name} moves up to its speed toward a hostile creature that it can see

  • 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.

  • 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

  • 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).

  • 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.

  • Type: TraitRole: SkirmisherMovement

    Web Walker. The ${name} ignores movement restrictions caused by webbing.

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

  • 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

  • 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.

  • 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.

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