special bsence
spellcasting
actions
legendary
Bonus Actions
Fey Step. The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the feys chosen mood.
Fuming. The fey has advantage on the next attack roll it makes before the end of this turn.
Mirthful. The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
Tricksy. The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.
Multiattack.The Fey makes a number of attacks equal to half this spells level rounded down.
Shortsword. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d6 + 3 + the spells level piercing damage + 1d6 force damage.
When you summon the dragon, choose one of its damage resistances. You have resistance to the chosen damage type until the spell ends
Multiattack. The dragon makes a number of Rend attacks equal to half the spells level rounded down, and it uses Breath Weapon.
Rend. Melee Weapon Attack your spell attack modifier to hit, reach 10 ft., one target. Hit 1d6 plus 4 + the spell's level piercing damage.
Breath Weapon. The dragon exhales destructive energy in a 30-foot cone. Each creature in that area must make a Dexterity saving throw against your spell save DC. A creature takes 2d6 damage of a type this dragon has resistance to your choice on a failed save, or half as much damage on a successful one.
Flyby Air Only. The beast doesnt provoke opportunity attacks when it flies out of an enemys reach.
Pack Tactics Land and Water Only. The beast has advantage on an attack roll against a creature if at least one of the beasts allies is within 5 feet of the creature and the ally isnt incapacitated.
Water Breathing Water Only. The beast can breathe only underwater.
Multiattack. The beast makes a number of attacks equal to half this spells level rounded down.
Maul. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 4 + the spells level piercing damage.
Shadow Stealth Fear Only. While in dim light or darkness, the spirit takes the Hide action.
Terror Frenzy Fury Only. The spirit has advantage on attack rolls against frightened creatures.
Weight of Sorrow Despair Only. Any creature, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that creatures next turn.
Multiattack. The spirit makes a number of attacks equal to half this spells level rounded down.
Chilling Hand. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d12 + 3 + the spells level cold damage.
Dreadful Scream 1/Day. The spirit screams. Each creature within 30 feet of it must succeed on a Wisdom saving throw against your spell save DC or be frightened of the spirit for 1 minute. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Flurry of Blows Monk Only. The monk makes one Unarmed Strike attack.
Multiattack. The warrior makes a number of attacks equal to half this spells level rounded down.
Reckless Strike Barbarian Only. Melee Weapon Attack your spell attack modifier to hit with advantage, reach 5 ft., one target. Hit 1d12 + 3 + the spells level slashing damage, and attacks made against the warrior until the start of its next turn are made with advantage.
Rallying Strike Fighter Only. Melee or Ranged Weapon Attack your spell attack modifier to hit, reach 5 ft., or range 20/60 ft., one target. Hit 1d6 + 3 + the spells level piercing damage, and the warrior can choose another creature it can see within 20 feet of itself. The chosen creature gains 1d6 temporary hit points.
Unarmed Strike Monk Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d4 + 3 + the spells level bludgeoning damage, and the target must succeed on a Strength saving throw against your spell save DC or be knocked prone.
Regeneration Slaad Only. The aberration regains 5 hit points at the start of its turn if it has at least 1 hit point.
Whispering Aura Star Spawn Only. At the start of each of the aberrations turns, each creature within 5 feet of the aberration must succeed on a Wisdom saving throw against your spell save DC or take 2d6 psychic damage, provided that the aberration isnt incapacitated.
Multiattack. The aberration makes a number of attacks equal to half this spells level rounded down.
Claws Slaad Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 3 + the spells level slashing damage. If the target is a creature, it cant regain hit points until the start of the aberrations next turn.
Eye Ray Beholderkin Only. Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one creature. Hit 1d8 + 3 + the spells level psychic damage.
Psychic Slam Star Spawn Only. Melee Spell Attack your spell attack modifier to hit, reach 5 ft., one creature. Hit 1d8 + 3 + the spells level psychic damage
ReactionBerserk Lashing Clay Only. When the construct takes damage, it makes a slam attack against a random creature within 5 feet of it. If no creature is within reach, the construct moves up to half its speed toward an enemy it can see, without provoking opportunity attacks.
Heated Body Metal Only. A creature that touches the construct or hits it with a melee attack while within 5 feet of it takes 1d10 fire damage.
Stony Lethargy Stone Only. When a creature the construct can see starts its turn within 10 feet of the construct, the construct can force it to make a Wisdom saving throw against your spell save DC. On a failed save, the target cant use reactions and its speed is halved until the start of its next turn.
Multiattack. The construct makes a number of attacks equal to half this spells level rounded down.
Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 4 + the spells level bludgeoning damage.
Amorphous Form Air, Fire, and Water Only.The elemental can move through a space as narrow as 1 inch wide without squeezing.
Multiattack. The elemental makes a number of attacks equal to half this spells level rounded down.
Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 4 + the spells level bludgeoning damage Air, Earth, and Water only or fire damage Fire only.
Multiattack. The celestial makes a number of attacks equal to half this spells level rounded down.
Radiant Bow Avenger Only. Ranged Weapon Attack your spell attack modifier to hit, reach 150/600 ft., one target. Hit 2d6 + 2 + the spells level radiant damage.
Radiant Mace Defender Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d10 + 3 + the spells level radiant damage, and the celestial can choose itself or another creature it can see within 10 feet of the target. The chosen creature gains 1d10 temporary hit points.
Healing Touch 1/Day. The celestial touches another creature. The target magically regains hit points equal to 2d8 + the spells level.
Death Throes Demon Only. When the fiend drops to 0 hit points or the spell ends, the fiend explodes, and each creature within 10 feet of it must make a Dexterity saving throw against your spell save DC. A creature takes 2d10 + the spells level fire damage on a failed save, or half as much damage on a successful one.
Devils Sight Devil Only. Magical darkness doesnt impede the fiends darkvision.
Magic Resistance. The fiend has advantage on saving throws against spells and other magical effects.
Multiattack. The fiend makes a number of attacks equal to half this spells level rounded down.
Bite Demon Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d12 + 3 + the spells level necrotic damage.
Claws Yugoloth Only. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft., one target. Hit 1d8 + 3 + the spells level slashing damage. Immediately after the attack hits or misses, the fiend can magically teleport up to 30 feet to an unoccupied space it can see.
Hurl Flame Devil Only. Ranged Spell Attack your spell attack modifier to hit, range 150 ft., one target. Hit 2d6 + 3 + the spells level fire damage. If the target is a flammable object that isnt being worn or carried, it also catches fire.
Immutable Form. The item is immune to any spell or effect that would alter its form.
Irrepressible Dance. When any creature starts its turn within 10 feet of the item, the item can increase or decrease your choice the walking speed of that creature by 10 feet until the end of the turn, provided the item isn't incapacitated.
Force-Empowered Slam. Melee Weapon Attack your spell attack modifier to hit, reach 5 ft. one target you can see. Hit 1d10 + your Proficency Bonusforce damage.
Pounce.If the allosaurus moves at least 30 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knockedprone. If the target isprone, the allosaurus can make one bite attack against it as a bonus action.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 15 2d10 + 4 piercing damage.
Claw. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 slashing damage.
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 bludgeoning damage.
Rock. Ranged Weapon Attack +5 to hit, range 25/50 ft., one target. Hit 6 1d6 + 3 bludgeoning damage.
Multiattack. The ape makes two fist attacks.
Fist. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 6 1d6 + 3 bludgeoning damage.
Rock. Ranged Weapon Attack +5 to hit, range 25/50 ft., one target. Hit 6 1d6 + 3 bludgeoning damage.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2slashing damage.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit61d8 + 2slashing damage.
Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack+1 to hit, reach 5 ft., one target. Hit 1 1d4 - 1 piercing damage.
Pack Tactics. The baboon has advantage on an attack roll against a creature if at least one of the baboon's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack+1 to hit, reach 5 ft., one target. Hit 1 1d4 - 1 piercing damage.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit1 piercing damage.
Keen Smell. The badger has advantage on Wisdom Perception checks that rely on smell.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit1 piercing damage.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom Perception checks that rely on hearing.
Bite. Melee Weapon Attack +0 to hit, reach 5 ft., one creature. Hit 1 piercing damage.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom Perception checks that rely on hearing.
Bite. Melee Weapon Attack +0 to hit, reach 5 ft., one creature. Hit 1 piercing damage.
Keen Smell.The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack. The bear makes two attacks one with its bite and one with its claws.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 7 2d4 + 2 slashing damage.
Keen Smell.The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack. The bear makes two attacks one with its bite and one with its claws.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 5 1d6 + 2 piercing damage.
Claws. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 7 2d4 + 2 slashing damage.
Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit41d4 + 2piercing damage.
Keen Sight. The hawk has advantage on Wisdom Perception checks that rely on sight.
Pack Tactics. The hawk has advantage on an attack roll against a creature if at least one of the hawk's allies is within 5 feet of the creature and the ally isn't incapacitated.
Beak.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit41d4 + 2piercing damage.
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless Recharges after a Short or Long Rest. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing damage.
Charge. If the boar moves at least 20 feet straight toward a target and then hits it with a tusk attack on the same turn, the target takes an extra 3 1d6 slashing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Relentless Recharges after a Short or Long Rest. If the boar takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.
Tusk. Melee Weapon Attack+3to hit, reach 5 ft., one target.Hit41d6 + 1slashing damage.
Keen Smell.The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack. The bear makes two attacks one with its bite and one with its claws.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 piercing damage.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 slashing damage.
Keen Smell.The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack. The bear makes two attacks one with its bite and one with its claws.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 8 1d8 + 4 piercing damage.
Claws. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 11 2d6 + 4 slashing damage.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit21d4bludgeoning damage.
Bite.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit21d4bludgeoning damage.
keen Smell. The cat has advantage on Wisdom Perception checks that rely on smell.
Claws.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 slashing damage.
keen Smell. The cat has advantage on Wisdom Perception checks that rely on smell.
Claws.Melee Weapon Attack+0to hit, reach 5 ft., one target.Hit1 slashing damage.
Keen Smell The bear has advantage on Wisdom Perception checks that rely on smell.
Multiattack.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 5 1d6 + 2 piercing damage.
Constrict. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 6 1d8 + 2 bludgeoning damage, and the target is grappled escape DC 14. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 5 1d6 + 2 piercing damage.
Constrict. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 6 1d8 + 2 bludgeoning damage, and the target is grappled escape DC 14. Until this grapple ends, the creature is restrained, and the snake can't constrict another target.
Amphibious.The crab can breathe air and water.
Claw. Melee Weapon Attack +0 to hit, reach 5 ft., one target. Hit 1 bludgeoning damage.
Amphibious.The crab can breathe air and water.
Claw. Melee Weapon Attack +0 to hit, reach 5 ft., one target. Hit 1 bludgeoning damage.
Hold Breath.The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 7 1d10 + 2 piercing damage, and the target is grappled escape DC 12. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Hold Breath.The crocodile can hold its breath for 15 minutes.
Bite. Melee Weapon Attack +4 to hit, reach 5 ft., one creature. Hit 7 1d10 + 2 piercing damage, and the target is grappled escape DC 12. Until this grapple ends, the target is restrained, and the crocodile can't bite another target.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit21d4piercing damage.
Bite.Melee Weapon Attack+2to hit, reach 5 ft., one target.Hit21d4piercing damage.
Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Keen Hearing and Smell. The wolf has advantage on Wisdom Perception checks that rely on hearing or smell.
Pack Tactics. The wolf has advantage on an attack roll against a creature if at least one of the wolf's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite. Melee Weapon Attack +5 to hit, reach 5 ft., one target. Hit 10 2d6 + 3 piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Keen Smell. The rat has advantage on Wisdom Perception checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
desease If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 3 1d6 every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 31d6every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
Keen Smell. The rat has advantage on Wisdom Perception checks that rely on smell. Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
Bite.Melee Weapon Attack+4to hit, reach 5 ft., one target.Hit 41d4 + 2piercing damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target cant regain hit points except by magical means, and the targets hit point maximum decreases by 31d6every 24 hours. If the targets hit point maximum drops to 0 as a result of this disease, the target dies.
Hooves.Melee Weapon Attack+6to hit, reach 5 ft., one target.Hit92d4 + 4bludgeoning damage.
Hooves.Melee Weapon Attack+6to hit, reach 5 ft., one target.Hit92d4 + 4bludgeoning damage.
Keen Sight.The eagle has advantage on Wisdom Perception checks that rely on sight.
Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 4 1d4 + 2 slashing damage.
Keen Sight.The eagle has advantage on Wisdom Perception checks that rely on sight.
Talons. Melee Weapon Attack +4 to hit, reach 5 ft., one target. Hit 4 1d4 + 2 slashing damage.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit61d6 + 3bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one prone creature. Hit 8 2d4 + 3 bludgeoning damage.
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 2d6 damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Ram.Melee Weapon Attack+5to hit, reach 5 ft., one target.Hit61d6 + 3bludgeoning damage.
Hooves. Melee Weapon Attack +5 to hit, reach 5 ft., one prone creature. Hit 8 2d4 + 3 bludgeoning damage.
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 1 piercing damage plus 7 3d4 poison damage.
Flyby. The snake doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Bite. Melee Weapon Attack +6 to hit, reach 5 ft., one target. Hit 1 piercing damage plus 7 3d4 poison damage.
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.
Amphibious. The frog can breathe air and water.
Standing Leap. The frog's long jump is up to 10 feet and its high jump is up to 5 feet, with or without a running start.