Spending Hit Dice Effects By Individual Creature

The following options are divided among different specific monsters, such as aboleth or orc.

Contents

Aarakocra

Sudden Leap

The aarakocra has the ability to quickly escape danger with but a leap.

Prerequisite(s): Aarakocra

Benefit(s): As a reaction to being threatened by another creature, the aarakocra can expend a Hit Die and move 10 feet away from its present location.

Aboleth

Implanted Suggestion

The aboleth’s telepathic contact leaves behind an insidious psychic residue.

Prerequisite(s): Aboleth

Benefit(s): When the aboleth communicates telepathically with a creature it can see within 120 feet, as a bonus action, it can spend a Hit Die to cast suggestion on that creature. The target must succeed at a DC 14 Wisdom saving throw to resist the effect. Creatures immune to being charmed can’t be affected by this ability. The aboleth can maintain the suggestion by spending a Hit Die at the start of each turn, to a maximum duration of 1 hour.

Psychic Revelation

The aboleth sees through deceptions and illusions.

Prerequisite(s): Aboleth

Benefit(s): The aboleth can spend a Hit Die as a bonus action to gain truesight with a range of 120 feet. This benefit lasts for 1 minute.

Rapid Devolution

The aboleth’s touch immediately begins to transform a creature.

Prerequisite(s): Aboleth

Benefit(s): When the aboleth hits a creature with a tentacle attack, as a bonus action it can spend a Hit Die to accelerate the progress of the disease. If the target fails its Constitution saving throw and becomes diseased, the disease’s effects begin at the start of the aboleth’s next turn.

Thought Perception

The aboleth senses the presence of other minds.

Prerequisite(s): Aboleth

Benefit(s): As a bonus action, the aboleth can spend a Hit Die to cast detect thoughts until the start of its next turn. The aboleth can maintain the effect each round by spending another Hit Die but without needing to spend another bonus action.

Angels (Deva)

Agile Tentacles

The creature is versatile when attacking with its tentacles.

Benefit(s): The beast can spend a Hit Die as a bonus action to make a tentacle attack even if it already has a creature grappled with its tentacles.

Beasts: Any beast with a tentacle attack (e.g., giant octopus, octopus)

Blinding Radiance

The deva can blind those creatures that witness its divine majesty.

Prerequisite(s): Angel (Deva)

Benefit(s): As an action, the deva can spend a Hit Die to emit a pulse of blinding light. Each creature (the deva cannot choose to exclude creatures in the area of effect) in a 20-foot-radius sphere must make a DC 13 Constitution saving throw or be blinded until the start of the deva’s next turn.

Angels (Solars)

Divine Authority

The solar unleashes the might of the heavens with impunity.

Prerequisite(s): Angel (Solar)

Benefit(s): The solar can spend two Hit Dice in place of spending one legendary action for the turn. The solar can only use this option once per turn. It still cannot use more than one legendary option at a time and only at the end of another creature’s turn.

Punish The Wicked

The solar punishes an evil creature with divine retribution.

Prerequisite(s): Angel (Solar)

Benefit(s): As an action, the solar can spend a Hit Die touch an evil creature as a melee spell attack. If it hits, the target must succeed at a DC 25 Wisdom saving throw or suffer the solar’s choice of one of the following conditions: blindness, deafness, frightened, or poisoned. This curse lasts for 1 minute or can be removed with a greater restoration spell.

Angels (Planetars)

Speak No Lies

The planetar places a curse upon those who would lie in its presence.

Prerequisite(s): Angel (Planetar)

Benefit(s): As a bonus action, the planetar can spend a Hit Die to target one creature it can see within 120 feet. The target creature must make a DC 20 Charisma saving throw. If it fails, each time the creature speaks a deliberate falsehood, it suffers 14 (4d6) psychic damage. This effect lasts for 1 minute.

Azer

Burst of Flame

The azer opens its hand and unleashes a ball of fire.

Prerequisite(s): Azer

Benefit(s): As an action, the azer can spend a Hit Die to hurl a ball of flame at a creature it can see within 30 feet. The azer makes a ranged spell attack (+3 bonus). on a hit, the target takes 5 (1d10) fire damage.

Animated Objects

Damage Resistance

The object was fashioned with sturdy, high-quality materials, making it difficult to damage.

Prerequisite(s): Animated object (any)

Benefit(s): As a reaction in response to a weapon attack, the animated object can spend a Hit Die to gain resistance to bludgeoning, piercing, and slashing damage from a nonmagical weapon.

Ankheg

Sticky Acid

The ankheg’s digestive acids continue to dissolve flesh.

Prerequisite(s): Ankheg

Benefit(s): When the ankheg hits a creature with its bite and inflicts acid damage, it can spend a Hit Die as a bonus action such that the target takes 3 (1d6) acid damage on the ankheg’s next turn. An affected creature can spend an action washing off the acid to avoid taking the additional damage.

does not affect constructs and undead. All other creatures within 30 feet of the banshee that can hear it take 10 (3d6) psychic damage.

Basilisk

Eye-Opening Bite

The basilisk follows up its vicious bite with its petrifying gaze.

Prerequisite(s): Basilisk

Benefit(s): If the basilisk spends a Hit Die when making a bite attack, as a bonus action, it can also use its Petrifying Gaze ability against the same target.

Banshee

Agonizing Wail

The banshee’s wail lingers in the minds of all who hear it.

Prerequisite(s): Banshee

Benefit(s): After the banshee has used its Wail ability for the day, as an action, it can spend a Hit Die to emit an Agonizing Wail, provided it isn’t in sunlight. This wail

Beasts

Blood Drain

The creature feasts on the blood of its prey.

Benefit(s): When the creature hits with a bite attack, it can spend a Hit Die as a bonus action to reduce the target’s hit point maximum by 1d4 points.

Beasts: Giant weasel

Beyond Pain

Whether rabid or simply mad with hunger, the beast ignores pain and injury to take down its prey.

Benefit(s): As a reaction to taking damage, the beast can roll a Hit Die, gaining the result in temporary hit points.

Beasts: Badger, black bear, boar, brown bear, giant badger, mammoth, polar bear

Blood in The Water

The shark can sense the merest hint of blood in the water.

Benefit(s): The shark can spend a Hit Die as a bonus action to increase the range of its blindsight up to 120 feet with regard to a creature that doesn’t have all its hit points. This benefit lasts up to 1 minute.

Beasts: Any shark

Giant Leap

The beast makes a heroic leap.

Benefit(s): When the beast moves with its Standing Leap ability and spends a Hit Die, it can jump half again as far as normal.

Beasts: Any creature with the Standing Leap ability (e.g., frog, giant frog)

Protective

The creature will do anything to protect its young.

Benefit(s): When the beast is within 30 feet of its young, it can spend a Hit Die as a bonus action to gain advantage on one melee weapon attack. If the target creature is within 10 feet of the beast’s offspring, the beast can instead spend two Hit Dice to also inflict maximum damage if that attack hits.

Beasts: Any Medium-sized or larger beast

Rake

The beast follows up one successful claw attack with another.

Benefit(s): When the beast hits a target with a claw attack, it can spend a Hit Die as a bonus action to make another claw attack that round against the same target.

Beasts: Any beast with a claw attack (e.g., lion, panther, tiger, etc.)

Tearing Strike

The beast takes a vicious bite out of its prey, tearing away chunks of flesh.

Benefit(s): When the beast hits with a bite attack, as a bonus action it can spend a Hit Die to do an additional die of damage.

Beasts: Any creature with a bite attack or a beak attack.

Trained Mount

The creature has been trained to fight effectively with its rider in combat.

Benefit(s): When the beast attempts a Trampling Charge, it can spend a Hit Die as a bonus action to gain advantage on its hooves attack that same turn.

Beasts: Warhorse, wolf, worg, dire wolf

Behir

Charged Scales

Arcs of electricity dance across the behir’s scaled hide.

Prerequisite(s): Behir

Benefit(s): As a bonus action, the behir can spend a Hit Die to electrify its hide. Until the start of its next turn, each creature within 5 feet of the behir takes 7 (2d6) lightning damage. In addition, a creature that touches the behir or hits it with a melee attack while within 5 feet of it takes 7 (2d6) lightning damage.

Blight

Natural Camouflage

The blight blends in perfectly with the surrounding terrain.

Prerequisite(s): Blight

Benefit(s): As a bonus action, the blight can spend a Hit Die to gain advantage on Dexterity (Stealth) checks made to hide in natural terrain.

Blink Dog

Rapid Teleport

The blink dog teleports with alarming speed.

Prerequisite(s): Blink dog

Benefit(s): The blink dog can use its Teleport ability as a reaction if it spends a Hit Die. This ability allows the blink dog to teleport before it would suffer harm from an attack or other effect. If the blink dog uses this ability, its Teleport ability cannot recharge on its next turn.

Brain Gorger

Id Insinuation

The brain gorger digs deep into the thoughts of its prey, disrupting the target’s ability to think clearly.

Prerequisite(s): Brain gorger

Benefit(s): The brain gorger can spend an action and a Hit Die to cast confusion on a target it can see within 90 feet. The effect lasts until the start of the brain gorger’s next turn. The target must succeed at a Wisdom saving throw to avoid this effect. Each round thereafter, the brain gorger can maintain the confusion on the target by spending a bonus action and another Hit Die. An affected creature can attempt another Wisdom save at the end of each of its turns, ending the effect on a success.

Mesmeric Gaze

The brain gorger’s overpowering psionic power lures its prey closer.

Prerequisite(s): Brain gorger

Benefit(s): As an action, the brain gorger can spend a Hit Die and use its gaze to target one creature it can see within 30 feet. The target must succeed on a DC 14 Wisdom saving throw or become subject to suggestion. A creature that cannot be charmed is immune to this effect.

Bugbear

Natural Camouflage

The bugbear practically disappears into its surroundings.

Prerequisite(s): Bugbear

Benefit(s): As a bonus action, the bugbear can spend a Hit Die to gain advantage on Dexterity (Stealth) checks made to hide in natural terrain.

Stealthy Killer

The bugbear emerges from the shadows to make another kill.

Prerequisite(s): Bugbear

Benefit(s): During its first turn, the bugbear can spend a Hit Die to gain advantage on attack rolls against any creature that hasn’t yet taken a turn. As a bonus action, if the bugbear spends a second Hit Die, a hit the bugbear makes against a surprised creature inflicts an additional die of weapon damage. The bugbear can combine this benefit with that of its Surprise Attack ability.

Bulette

Bite and Drag

Once the bulette clamps its gigantic maw on its prey, it drags them into its burrow.

Prerequisite(s): Bulette

Benefit(s): When the bulette hits a creature with a bite attack, as a bonus action, it can spend a Hit Die to grapple the target (escape DC 12). As an action, the bulette can spend a Hit Die to drag a grappled creature underground, moving up to half its burrow speed.

Death From Below

The bulette collapses the ground beneath its prey.

Prerequisite(s): Bulette

Benefit(s): As an action, the bulette can spend a Hit Die to open the ground beneath a Medium-sized or smaller creature. The creature must succeed at a DC 12 Dexterity

Bullywug

Poison Resistance

As a creature of the swamp, the bullywug has built up a tolerance for poisons.

Prerequisite(s): Bullywug

Benefit(s): As a reaction, the bullywug can spend a Hit Die to gain resistance to poison damage until the end of its next turn. If the bullywug instead spends two Hit Dice, it also gains advantage on saving throws against poison effects.

Burrow Hulk

Lingering Confusion

The effects of the burrow hulk’s gaze linger in the target’s mind.

Prerequisite(s): Burrow hulk

Benefit(s): Each time a burrow hulk targets a creature with its Confusing Gaze ability, it can spend a Hit Die. If the target creature fails its Charisma saving throw against the gaze, the effects last for one additional round, whether the creature averts its gaze or not.

Centaur

Agile Charger

The centaur weaves and dodges as it charges.

Prerequisite(s): Centaur

Benefit(s): The centaur can spend a Hit Die as part of its charge to allow it to move towards a target without doing so in a straight line.

Bullseye

The centaur shoots an arrow at precisely the last spot it struck.

Prerequisite(s): Centaur

Benefit(s): As a bonus action, when the centaur hits a target with its first longbow attack, it can spend a Hit Die to gain advantage on the second arrow fired that round against the same target. Alternatively, as a bonus action it can spend a Hit Die to inflict a bonus die of weapon damage with the second arrow to the same target hit with the first arrow.

Chimera

Flyby Attacks

The chimera weaves through the air, striking at its enemies while avoiding their counterattacks.

Prerequisite(s): Chimera

Benefit(s): As a bonus action, the chimera can spend a Hit Die to prevent enemies from making opportunity attacks against it until the end of its next turn. The chimera can only make use of this ability if it is flying and still provokes opportunity attacks if using its walking speed.

Chuul

Virulent Poison

The chuul’s tentacle poison lingers in its prey.

Prerequisite(s): Chuul

Benefit(s): When the chuul hits a creature with a tentacle attack, as a bonus action, it can spend a Hit Die to bolster its paralytic poison. When a target affected by the chuul’s poison succeeds at a saving throw to end the paralysis, it remains paralyzed until the end of its next turn after making the save.

Cloaker

Lifelike Phantasms

The cloaker’s illusory duplicates look amazingly real.

Prerequisite(s): Cloaker

Benefit(s): As a reaction when an attack would target the cloaker instead of one of the images generated by its Phantasms ability, it can spend a Hit Die to reroll to see whether the attack hits the cloaker or one of its duplicates.

Cockatrice

Flurry of Bites

When it feels threatened, the cockatrice bites everything in sight.

Prerequisite(s): Cockatrice

Benefit(s): The cockatrice can spend a Hit Die as a bonus action to gain an additional bite attack.

Corpse Crawler

Additive Poison

Each hit from the corpse crawler’s tentacles makes its poison more potent.

Prerequisite(s): Corpse crawler

Benefit(s): The corpse crawler can spend a Hit Die as a bonus action after hitting a target with one of its tentacle attacks. If the crawler hits the same target with a second tentacle attack in that same round, the creature suffers disadvantage on its Constitution saving throw to avoid becoming paralyzed.

Couatl

Agile Shapechanger

The couatl transforms itself in the span of a heartbeat.

Prerequisite(s): Couatl

Benefit(s): The couatl can use its Change Shape ability as a bonus action (instead of an action) by spending a Hit Die.

Celestial Divination

The couatl has mastered the art of its minor magic.

Prerequisite(s): Couatl

Benefit(s): By spending a Hit Die, the couatl can cast one of its cantrips as a bonus action instead of an action.

Divine Insights

The couatl understands the thoughts and hearts of mortals.

Prerequisite(s): Couatl

Benefit(s): As a bonus action, the couatl can spend a Hit Die to gain proficiency in Wisdom (Insight) for 1 minute.

Crawling Claw

Stealthy

The crawling claw moves without making a noise.

Prerequisite(s): Crawling claw

Benefit(s): The crawling claw can spend a Hit Die to gain proficiency in Dexterity (Stealth) for 1 minute. The claw has advantage on any Dexterity (Stealth) checks it makes during that time.

Cyclops

Overbearing Strike

The cyclops throws all its strength into an attack, bowling its target over.

Prerequisite(s): Cyclops

Benefit(s): When the cyclops hits a creature with a melee weapon attack, as a bonus action, it can spend a Hit Die to make a shove attack against the same target. The target must succeed on a DC 17 Strength saving throw or be knocked prone.

Darkmantle

Crushing Grip

The harder someone tries to remove it, the tighter the darkmantle clings to its prey.

Prerequisite(s): Darkmantle

Benefit(s): When a creature attempts to remove a darkmantle from its prey, the darkmantle can spend a Hit Die as a reaction to cause 6 (1d6+3) bludgeoning damage to the prey to which it is attached. In addition, the DC of the Strength check to remove the darkmantle increases by 1.

Death Dog

Keen Perception

Two heads are more perceptive than one.

Prerequisite(s): Death dog

Benefit(s): The death dog can spend a Hit Die as a bonus action or as a reaction to gain advantage on Wisdom (Perception) checks that rely on sight for the next minute.

Death Knight

Riposte

The death knight answers an attack with one of its own.

Prerequisite(s): Death knight

Benefit(s): When hit by a melee weapon attack, the death knight can spend a Hit Die as a reaction to make a melee weapon attack in return.

Shattered Shield

With a powerful blow, the death knight slashes through an enemy’s shield.

Prerequisite(s): Death knight

Benefit(s): As a bonus action, the death knight can spend a Hit Die to make a melee weapon attack against a nonmagical shield wielded by an adjacent creature. If the attack hits, and the death knight succeeds at a DC 15 Strength check, The shield is rendered useless.

Unbreakable Will

The death knight’s iron will makes it difficult to control or manipulate.

Prerequisite(s): Death knight

Benefit(s): As a reaction, the death knight can spend a Hit Die to reroll a saving throw made to resist becoming charmed.

Deception Beast

Dimensional Reflections

The deception beast moves in and out of dimensions so quickly as to appear in multiple places at the same time.

Prerequisite(s): Deception beast

Benefit(s): As an action, the deception beast can spend a Hit Die to cast mirror image. The three illusory duplicates last for 1 minute or until destroyed. If the deception beast uses this ability again, all existing images cease to exist.

Warped Space

The deception beast uses the curvature of other dimensions to extend its reach.

Prerequisite(s): Deception beast

Benefit(s): As a bonus action, the deception beast can spend a Hit Die to gain a reach of 20 feet with one of its tentacle attacks.

Demilich

Expulsion

The demilich hurls an intruder through a dimensional portal, expelling the creature from its sight.

Prerequisite(s): Demilich

Benefit(s): As an action or as one of its legendary actions, the demilich targets one creature it can see within 60 feet of it. The target must succeed on a DC 15 Wisdom saving throw or be teleported into an empty space up to 300 feet away. However, this teleportation cannot place the target creature in an immediately dangerous space, such as mid-air over a chasm or in a pool of lava.

Spell Thief

The demilich steals magic, dissipating an enemy’s spell the moment before its casting.

Prerequisite(s): Demilich

Benefit(s): As a reaction, the demilich can spend one or more Hit Dice to attempt to dispel a spell being cast within 120 feet. The demilich must have a line of sight to the target. The demilich must spend one Hit Die per level of the spell it seeks to dispel. The spellcaster must make a DC 15 Charisma saving throw. If the spellcaster fails this save, then the spell fails, and the slot is wasted.

Demon, Any

Acid For Blood

The demon’s blood corrodes and burns like acid.

Prerequisite(s): Demon

Benefit(s): As a reaction after the demon takes damage, it can spend a Hit Die to bleed acid on a creature it can see within 10 feet of it. The target creature must succeed on a Dexterity saving throw (DC = 8 + the demon’s Constitution modifier). If the creature fails its save, it takes acid damage equal to half the amount rolled on the Hit Die.

Battle Frenzy

The sight of blood and pain sends the demon into a gleeful frenzy.

Prerequisite(s): Demon

Benefit(s): The demon can spend a bonus action and a Hit Die to gain advantage on its next melee weapon attack against a living creature that has fewer than full hit points.

Corrupting Touch

The demon’s slightest touch leaves behind psychic residue to plague its enemies.

Prerequisite(s): Demon

Benefit(s): As a bonus action, the demon can spend a Hit Die when making a melee weapon attack. If the attack hits, in addition to suffering damage, the target must make a Constitution saving throw (DC = 8 + demon’s Constitution modifier) or take another weapon die of psychic damage.

Filthy Wounds

Each wound inflicted by the demon festers and rots at an alarming pace.

Prerequisite(s): Demon

Benefit(s): When the demon hits a creature with a melee weapon attack, as a bonus action, it can spend a Hit Die. The target must succeed at a Constitution saving throw (DC = 8 + the demon’s Constitution modifier) or it cannot benefit from magical healing until the end of its next turn.

Keen Hunter

The demon’s senses become preternaturally sensitive.

Prerequisite(s): Demon

Benefit(s): By spending a Hit Die as a bonus action, the demon gains advantage on Wisdom (Perception) checks that rely on hearing or smell for the next minute.

Tainted Ground

The demon poisons the very ground upon which it treads.

Prerequisite(s): Demon

Benefit(s): As part of its movement, the demon can spend a bonus action and a Hit Die to poison every space it entered during that move. Thereafter and for the next minute, any creature that enters that space must make a Constitution saving throw (DC = 8 + the demon’s Constitution modifier) or become poisoned until the start of their next turn.

Demon, Cambion

Pernicious Charm

Even when a mortal breaks free of the cambion’s fiendish charms, they’ve never truly escaped.

Prerequisite(s): Demon (Cambion)

Benefit(s): When the cambion successfully uses its Fiendish Charm ability, as a bonus action it can spend a Hit Die to increase the charm’s effectiveness. If the target breaks free of the enchantment for any reason, they do not become immune to the cambion’s Fiendish Charm for the next 24 hours. A cambion cannot use this ability on a creature more than once every 24 hours.

Demon, Yugoloth

Blood of The Enemy

The yugoloth draws strength from the pain and suffering of its enemies.

Prerequisite(s): Demon (Yugoloth)

Benefit(s): When an enemy creature the yugoloth can see within 30 feet suffers damage, as an action, the yugoloth can spend one or two Hit Dice. The target suffers necrotic damage equal to the amount rolled.

Chitin Barbs

Jagged barbs erupt from the yugoloth’s chitinous hide.

Prerequisite(s): Demon (Yugoloth)

Benefit(s): As a bonus action, the yugoloth can spend a Hit Die to sprout sharp barbs across its armored shell. Until the start of its next turn, if a creature hits the yugoloth with a melee weapon attack, that creature takes 4 (1d8) slashing damage if the yugoloth is Medium-sized, or 5 (1d10) slashing damage if the yugoloth is Large-sized or larger.

Desperate Teleport

The yugoloth teleports away just in time to avoid harm.

Prerequisite(s): Yugoloth, Teleport ability

Benefit(s): By spending a Hit Die, the yugoloth can use its Teleport ability as a reaction. The yugoloth cannot use this option more than twice between long rests.

Devil, Any

Fearsome Gaze

The devil instills unnatural fear in one of its enemies.

Prerequisite(s): Devil

Benefit(s): As an action, the devil can spend a Hit Die to target one creature it can see within 60 feet of it. The target must succeed on a Wisdom saving throw (DC = 8 + its Wisdom modifier) or become frightened of the devil for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Impurity

The devil focuses its hatred to destroy an object fashioned of silver.

Prerequisite(s): Devil

Benefit(s): The devil can, as a bonus action, spend a Hit Die to corrupt a silvered weapon it can see within 60 feet. The attempt automatically succeeds if the weapon is unattended and the weapon is no longer silvered. If the weapon or object is held or carried, the owner must make a Charisma saving throw (DC = 8 + the devil’s Constitution modifier). If the creature fails this save, the targeted object loses its silvered property.

Magic Weapons

The devil’s attacks are as potent as magical weapons.

Prerequisite(s): Devil

Benefit(s): The devil can spend a Hit Die to make its melee weapon attacks magical until the end of its turn.

Rend

The dinosaur razor-like claws rip through flesh and bone.

Prerequisite(s): Dinosaur, Multiattack with two claw attacks

Benefit(s): When the dinosaur hits a creature with two claw attacks, as a bonus action, it can spend a Hit Die to do inflict bonus damage equal to a claw attack against that same target.

Sense The Living

The devil can hear heartbeats and detect the presence of living creatures.

Prerequisite(s): Devil

Benefit(s): The devil can spend two Hit Dice as a reaction to sense the location of any living creature within 60 feet of it for 1 minute. This cannot detect constructs or undead creatures.

Unholy Presence

The devil’s spite allows it to resist the effects of radiant attacks.

Prerequisite(s): Devil

Benefit(s): As a reaction, the devil can spend a Hit Die to gain resistance to radiant damage against one attack.

Vision of Hell

The devil overwhelms a creature’s mind with a glimpse into the horrors of hell.

Prerequisite(s): Devil

Benefit(s): When the devil hits a creature with an attack, as a bonus action, it can spend one or more Hit Die to give the target a vision of hell. The target creature must make a Wisdom saving throw (DC = 8 + its Charisma modifier) or take 5 (1d10) psychic damage for each Hit Die expended. This power can only be used against a single creature once per 24 hours.

Dinosaur

Brute Force

The dinosaur uses its massive bulk and impressive strength to full effect.

Prerequisite(s): Dinosaur, an attack that knocks a creature prone

Benefit(s): When the dinosaur hits with an attack that knocks its target prone, as a bonus action, the dinosaur can spend a Hit Die to increase the Strength saving throw DC by 2.

Grappling Bite

The dinosaur clamps down on its prey and refuses to let go.

Prerequisite(s): Dinosaur

Benefit(s): When the dinosaur hits a creature with its bite attack, it can spend a Hit Die to grapple the target as a bonus action. Each round, the dinosaur maintains the grapple, it automatically inflicts bite damage on the creature. The dinosaur cannot use its bite attack on another creature while grappling.

Benefit(s): When the dracolich unleashes its breath weapon, it can spend a Hit Die as a bonus action to change half the damage to necrotic damage.

Doppelganger

Deep Scan

The doppelganger burrows deep into a creature’s thoughts to learn its strengths and weaknesses.

Prerequisite(s): Doppelganger

Benefit(s): While using its Read Thoughts ability, as a bonus action the doppelganger can spend a Hit Die to learn one of the following pieces of information about its target at that moment: one condition the target currently has, one vulnerability, one resistance, or one immunity.

Quick Change

The doppelganger polymorphs in an instant.

Prerequisite(s): Doppelganger

Benefit(s): The doppelganger can spend a Hit Die to polymorph as a bonus action rather than an action while using its Shapechanger ability.

Dracolich

Magical Attacks

The dracolich’s attacks are considered magical.

Prerequisite(s): Dracolich

Benefit(s): As a bonus action when the dracolich spends a Hit Die, all its melee weapon attacks are considered magical until the end of its turn.

Necrotic Breath

The dracolich’s breath weapon causes its victims to rot.

Prerequisite(s): Dracolich

Rotting Gaze

The dracolich rots flesh with its gaze.

Prerequisite(s): Dracolich

Benefit(s): The dracolich can spend a Hit Die as an action to target one creature it can see within 120 feet of it. The target must succeed on a DC 20 Constitution saving throw or take 33 (6d10) necrotic damage on a failed save, or half as much damage on a successful one. Alternatively, the dracolich can use this ability by spending a Hit Die and two legendary actions.

Terrifying Presence

The dracolich can kill its enemies with terror.

Prerequisite(s): Dracolich

Benefit(s): As a bonus action or as a legendary action, the dracolich can spend a Hit Die to inflict psychic damage against a frightened creature it can see within 120 feet. The targeted creature must make a DC 18 Wisdom saving throw or take 14 (4d6) psychic damage on a failed save, or half as much damage on a successful one.

Dragon

Chilling Aura

The air around the shadow dragon becomes bitterly cold.

Prerequisite(s): Shadow dragon

Benefit(s): As a bonus action, the shadow dragon spends a Hit Die to exude an aura of cold until the start of its next turn. Each creature within 10 feet of the dragon takes 10 (3d6) cold damage. A creature that touches the shadow dragon or hits it with a melee attack while within 5 feet of it takes 10 (3d6) cold damage.

Master of Darkness

The shadow dragon smothers light in its presence.

Prerequisite(s): Shadow dragon

Arc Lightning

The bronze dragon’s breath causes jolts of lightning to dance between two creatures.

Prerequisite(s): Bronze dragon

Benefit(s): When the dragon uses its Lightning Breath, as a bonus action, it can spend two Hit Dice to affect two creatures within the area of effect but who are no more than 20 feet apart. Each of the two targeted creatures suffers disadvantage on its Dexterity saving throw against the breath weapon attack.

Awe-Inspiring Presence

The dragon imposes its commands on those frightened by its majesty.

Prerequisite(s): Gold dragon

Benefit(s): As a bonus action, the gold dragon can spend one or more Hit Dice to affect frightened creatures with a suggestion. The dragon must spend one Hit Die for each frightened creature it wishes to affect. To avoid this effect, a frightened creature can attempt a Wisdom Benefit: As a bonus action, the shadow dragon can spend a Hit Die to cast darkness, filling a 30-foot-radius sphere with magical darkness until the start of its next turn. This darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light cannot illuminate it. This area of darkness automatically dispels light created by a spell of 2nd level or lower.

Undying Shadow

The shroud of darkness clinging to the dragon protects it from harm.

Prerequisite(s): Shadow dragon

Benefit(s): As a reaction when attacked, the shadow dragon can spend a Hit Die to gain resistance against that attack to one type of damage that isn’t force, psychic, or radiant. The dragon can only use this feature while in dim light or darkness.

breath weapon to split into two lines. The split can occur at any distance within the breath weapon’s range. The second line can move in any direction the dragon chooses, but it must move in a different direction from the original path. Each line does half the normal damage for the breath weapon.

For example, an adult blue dragon uses this ability and splits its Lightning Breath starting at a distance of 60 feet. One line continues straight for another 30 feet, while the other branch travels 30 feet in a different direction. Each creature in one of these lines takes 35 (6d10) lightning damage.

Frozen Ground

The ground becomes choked with chunks of ice and patches of frost.

Prerequisite(s): White dragon

Benefit(s): As a bonus action, the dragon can spend a Hit Die to cause a 40-foot-radius area, centered on a point it can see within 120 feet, to become difficult terrain. This effect lasts for 1 minute.

Heat Metal

The dragon turns a nearby metal object white-hot.

Prerequisite(s): Red dragon

Benefit(s): As a bonus action, the dragon can spend a Hit Die to cast heat metal. The red dragon can maintain the effect by spending a Hit Die as a bonus action at the beginning of its turn, to a maximum duration of 1 minute.

Legendary Breath

The silver dragon pauses a moment to recharge its mighty breath weapon.

Prerequisite(s): Silver dragon

Benefit(s): The dragon can spend two legendary actions, and a Hit Die to recharge its breath weapons automatically.

Noxious Breath

The green dragon clogs the air with a cloud of noxious fumes.

Prerequisite(s): Green dragon

Benefit(s): As a bonus action, the dragon can spend a Hit saving throw (the spell save DC equals the saving throw DC for the dragon’s breath weapon). The suggestion ends immediately if a creature is no longer frightened. Creatures that can’t be charmed are immune to this effect.

Blinding Breath

The copper dragon’s acidic breath inflicts temporary blindness.

Prerequisite(s): Copper dragon

Benefit(s): When the copper dragon unleashes its Acid Breath, as a bonus action it can spend one or more Hit Dice, up to a number equal to its proficiency bonus, to target creatures in the area of effect. Each targeted creature that fails its Dexterity saving throw against the breath weapon becomes blinded until the end of their next turn.

Clinging Acid

The dragon’s acidic breath sticks to creatures and continues to burn.

Prerequisite(s): Black dragon

Benefit(s): When the black dragon uses its Acid Breath, as a bonus action, it can choose to spend a Hit Die for each creature in the area of effect. If a targeted creature fails its Dexterity saving throw against the breath weapon, on the dragon’s next turn the creature must make another Dexterity saving throw. If the creature fails this save, it takes half as much acid damage as the original damage roll. A creature that succeeds on this save takes no additional damage.

Fiery Burst

The brass dragon unleashes its fiery breath in a cloud instead of a line.

Prerequisite(s): Brass dragon

Benefit(s): When the dragon uses its Fire Breath ability, as a bonus action it can spend a Hit Die to change the area of effect to a 30-foot cone.

Forked Lightning Breath

The blue dragon’s lightning breath splits in mid-air.

Prerequisite(s): Blue dragon

Benefit(s): When attacking with its Lightning Breath, as a bonus action, the dragon can spend a Hit Die to cause the

Drider

Paralyzing Bite

The drider’s venom paralyzes its victim.

Prerequisite(s): Drider

Benefit(s): When the drider makes a bite attack, as a bonus action, it can spend a Hit Die to make its poison paralytic. If the bite hits and the target fails its Constitution saving throw, in addition to suffering damage from the bite and the poison, the creature becomes paralyzed until the end of its next turn.

Web Sense

The drider perceives its surroundings through its webs.

Prerequisite(s): Drider

Benefit(s): As long as the drider remains in contact with webbing, it can spend a Hit Die to gain tremorsense to a range of 60 feet until the start of its next turn.

Dryad

Greater Fey Charm

The dryad can influence a greater number of creatures at a time.

Prerequisite(s): Dryad

Benefit(s): If the dryad already has one humanoid affected by its Fey Charm ability, it can spend a Hit Die as a bonus action to allow it to charm an additional humanoid. The dryad cannot have more than three humanoids charmed at a time with this ability.

Tree Hide

When necessary, the dryad can hide within a tree until the danger passes.

Prerequisite(s): Dryad

Benefit(s): The dryad can end its turn inside a Large or larger tree by spending a Hit Die. The dryad can still see normally while within a tree but can’t be targeted by any attack, spell, or other effects. At the start of its next turn, it must move or spend another Hit Die to remain inside the tree.

Tie to cast stinking cloud centered on a space it can see within 60 feet. The spell save DC equals the saving throw DC for the dragon’s breath weapon. At the beginning of its turns, the green dragon must spend a Hit Die to maintain the stinking cloud, up to 1 minute. A moderate wind (10 mph or greater) disperses the cloud immediately.

Dragon Turtle

Tidal Wave

The dragon turtle churns the water into a gigantic wave.

Prerequisite(s): Dragon Turtle

Benefit(s): As an action, the dragon turtle can spend a Hit Die to make a wave attack out to a range of 60 feet. The wave is up to 30 feet long, up to 10 feet wide, and up to 20 feet tall. Each creature in that area must make a DC 15 Dexterity saving throw. on a failed save, a creature takes 22 (5d8) bludgeoning damage and is knocked prone. on a successful save, the creature takes half damage without being knocked prone.

Duergar

Intimidating Presence

The duergar preys on the fears and insecurities of its enemies.

Prerequisite(s): Duergar

Benefit(s): As a bonus action, the duergar can spend a Hit Die to target one creature it can see within 30 feet. The target must succeed at a Wisdom saving throw (DC = 8 + the duergar’s Strength modifier) or go last in the initiative order that round. The creature returns to its normal place in the initiative order thereafter. Creatures immune to fear are also immune to this effect.

Alternatively, if the duergar spends two Hit Dice and the target fails its Wisdom saving throw, the affected creature cannot take a reaction until the start of its next turn.

Iron Will

The duergar resists mental attacks thanks to its dominant force of will.

Prerequisite(s): Duergar

Benefit(s): When the duergar fails a saving throw and gains the charmed, frightened, or paralyzed condition, each round as a bonus action, it can spend a Hit Die to ignore one of those conditions until the start of its next turn.

Elemental

Imprisoning Vortex

The air elemental’s winds shift into a dangerous prison.

Prerequisite(s): Air elemental

Benefit(s): When the air elemental uses its Whirlwind ability, it can spend a Hit Die for every creature within its space. Instead of the normal effects of Whirlwind, any Medium or smaller creatures within the air elemental’s space must attempt a DC 13 Strength saving throw. on a success, the creature is safely deposited on a space of its choice adjacent to the air elemental. On a failure, the creature takes 9 (2d8) damage as winds buffet it, and it cannot leave the squares inhabited by the air elemental. A creature trapped in this way can spend an action to attempt the saving throw again and can attempt one at the end of each of its turns. If only one creature is trapped inside the air elemental, the elemental can move at half speed and keep the trapped creature within its space.

Rejuvenating Waters

The water elemental begins to absorb water from nearby sources in order to heal its wounds.

Prerequisite(s): Water elemental

Benefit(s): A water elemental can use a bonus action to roll a Hit Die while it is in contact with a body of water that is at least five square feet. When the water elemental does so, it absorbs some of this foreign water in order to heal an amount of damage equal to the amount rolled.

Stone Shaper

The earth elemental slams on the ground, controlling nearby deposits of stone.

Prerequisite(s): Earth elemental

Benefit(s): An earth elemental can use a standard action to spend three Hit Dice, allowing it to form a nonmagical wall of solid stone within 30 feet. This wall functions as if the earth elemental cast wall of stone, though the wall is permanent and cannot be dispelled. The earth elemental can only form such a structure on nonmagical, unworked earth or stone.

Wild Pyromancy

The fire elemental is able to control nearby flames, both mundane and magical.

Prerequisite(s): Fire elemental

Benefit(s): As a reaction when a creature within 60 feet casts a spell that deals fire damage, the fire elemental can spend a number of Hit Dice equal to the level of the spell to try and wrest control away from the caster. The caster must attempt a DC 13 Charisma saving throw. on a success, the spell is cast normally. on a failure, the fire elemental instead chooses a space adjacent to the caster and chooses targets or an area of effect as if the elemental had cast the spell from the chosen space.

Empyrean

Mantle of Domination

A wave of domineering malice washes from the empyrean, forming into a crimson aura.

Prerequisite(s): Empyrean, evil alignment

Benefit(s): As a standard action, the empyrean can release a 30-foot-radius burst of magic. The empyrean can spend one Hit Die per creature within this aura to attempt to control their minds. Each creature targeted with this area must attempt a DC 23 Wisdom saving throw or be charmed by the empyrean. A charmed creature can repeat this saving throw at the end of each of its turns. Furthermore, the empyrean can attempt to cast dominate monster as a legendary action on a creature charmed in this way by spending a number of Hit Dice equal to the target’s Hit Dice.

Smiting Blow

The empyrean lifts its maul into the air, imbuing it with celestial magic.

Prerequisite(s): Empyrean

Benefit(s): When attacking an enemy with its maul, the empyrean can roll up to three Hit Dice to gather its celestial magic into its weapon. If that attack hits the creature, it takes an additional amount of radiant damage equal to the result of the rolled Hit Dice. This ability cannot be used two rounds in a row.

Ettercap

Crushing Webs

Once trapped in the ettercap’s webs, its victims are squeezed of their life.

Prerequisite(s): Ettercap

Benefit(s): When the ettercap hits a creature with its Web ability, it can spend a Hit Die as a bonus action in order to deal 6 (1d8+2) bludgeoning damage to that creature. As long as the webbing still restrains the creature, the ettercap can use a bonus action on each of its turns to deal an additional 6 (1d8+2) bludgeoning damage without spending any additional Hit Dice.

Drow, Elf

Arachnid Magic

The drow priestess uses vestiges of magic to conjure swarms of spiders.

Prerequisite(s): Drow priestess

Benefit(s): Whenever the drow priestess casts a spell, it can spend a number of Hit Die up to the spell’s level in order to turn the remnants of leftover magic into a swarm of spiders. This swarm of spiders lasts for a number of rounds equal to the amount of Hit Dice spent or until it is reduced to 0 hit points, at which point the swarm disappears.

Superior Darkvision

The drow’s eyes shimmer with an unnatural sheen, allowing it to peer into magical darkness.

Prerequisite(s): Drow (any)

Benefit(s): As a bonus action, the drow can spend a Hit Die to see through magical darkness, such as that created by the darkness spell, until the end of its next turn.

Umbral Champion

Prerequisite(s): Drow mage

Tendrils of darkness shoot from the drow mage’s body, hindering any enemies who draw near.

Benefit(s): As a bonus action, the drow mage can spend a Hit Die to create an area of difficult terrain that affects all enemies within 30 feet. The drow mage can maintain this effect at the beginning of each round by spending another Hit Die.

Ettin

Self Deprecation

The ettin’s heads taunt one another, fueling their rage in battle.

Prerequisite(s): Ettin

Benefit(s): As a reaction when the ettin would miss an attack, it can spend a Hit Die to taunt itself. The ettin then attacks the same target with advantage on its attack roll. Until the ettin’s next turn, all attack rolls against it have advantage.

Eye Tyrant

Death’s Stare

The undead eye tyrant’s gaze siphons the healing magic of those foolish enough to challenge it.

Prerequisite(s): Undead eye tyrant

Benefit(s): As a reaction when a creature would gain hit points from a magical source, the undead eye tyrant can spend a Hit Die to change the direction of its Negative Energy Cone in order to negate the healing. If the undead eye tyrant then spends an additional Hit Die, it gains hit points equal to half the number of hit points that would have been healed within the cone. If the undead eye tyrant instead spends two additional Hit Dice, it heals the full number of hit points that would have been healed within the cone.

Steal Vision

The eye tyrant’s influence grows, allowing it to blind others and see with their eyes.

Prerequisite(s): Eye tyrant

Benefit(s): As a bonus action, the eye tyrant can spend a Hit Die in order to target a creature within 150 feet that it is aware of. The target must attempt a DC 16 Constitution saving throw or be blinded. While the target is blinded in this way, the eye tyrant can see through and control the target’s eyes, even keeping them open if the creature attempts to shut them. Whenever the eye tyrant would fire an Eye Ray, it can spend a Hit Die to use a blinded creature’s eyes as the source of the ray. At the end of each of the blinded creature’s turns, it can attempt another saving throw to end the effect.

Peerless Sentinel

The lesser eye tyrant can communicate with its master at the first sign of trouble.

Prerequisite(s): Lesser eye tyrant

Benefit(s): As a standard action, the lesser eye tyrant can spend a Hit Die to cast sending. This ability can only ever be used to contact the lesser eye tyrant’s master or summoner if such a creature exists.

Split Ray

Overcharging its innate magic, the eye tyrant fires a single eye ray at multiple targets.

Prerequisite(s): Eye tyrant (any)

Benefit(s): As an action, the eye tyrant can spend a Hit Die to fire a single Eye Ray of its choice at two creatures within range. This ability cannot be used two rounds in a row.

Faerie Dragon

Entertaining Presence

The faerie dragon roars in comical fashion due to its miniature stature and subtly uses its magic.

Prerequisite(s): Faerie dragon

Benefit(s): As a standard action, the faerie dragon can spend a Hit Die to let out a small roar, drawing the attention of those close to it. All creatures within 30 feet of the faerie dragon must succeed a DC 13 Wisdom saving throw or stare at the faerie dragon for 1d4 rounds. For this time, affected creatures have disadvantage on attack rolls against any creatures except for the faerie dragon.

Flameskull

Balefire

The flameskull’s fires burn sickeningly hot, harming even those with resistance to most fire.

Prerequisite(s): Flameskull

Benefit(s): Whenever the flameskull does fire damage to a creature that is resistant to fire damage, it may spend a Hit Die in order to bypass that resistance. If the creature is immune to fire damage, the flameskull can spend three Hit Dice to bypass that immunity and treat the creature as if it only had resistance to fire damage.

Fungi

Absorbing Touch

The violet fungus quivers as the presence of movement, lashing out for a food source.

Prerequisite(s): Violet fungus

Benefit(s): As a reaction when hit with a melee attack, the violet fungus can roll a Hit Die to strike out and absorb nutrients from the attacking creature. The creature takes an amount of necrotic damage equal to the amount rolled, and the violet fungus heals the same amount of hit points.

Debilitating Shriek

The shrieker emits a high pitched noise the moment it senses a creature getting close.

Prerequisite(s): Shrieker

Benefit(s): As a bonus action, the shrieker can roll a Hit Die to focus its ear-piercing shriek on one creature within 30 feet. The creature must succeed a DC 10 Constitution saving throw or takes an amount of thunder damage equal to the amount rolled.

Flumph

Harbinger’s Sight

The flumph gazes past any falsities and looks into the true nature of the world around it.

Prerequisite(s): Flumph

Benefit(s): As a standard action, a flumph can spend a Hit Die in order to gain truesight out to 60 feet until the end of its next turn. While this truesight is active, the flumph is immune to any negative effects from sight-based effects (such as a medusa’s Petrifying Gaze).

Psionic Absorption

The flumph feeds on psionic energy in order to heal and learn more about others.

Prerequisite(s): Flumph

Benefit(s): As a standard action while adjacent to a creature, a flumph can roll a Hit Die in order to heal a number of hit points equal to the result. The flumph can then attempt an Intelligence (Arcana) check with a DC equal to 8 + the creature’s proficiency bonus + the creature’s Charisma modifier. on a success, the flumph is able to tell the creature’s alignment.

Galeb Duhr

Crushing Stomp

The galeb duhr rolls its way over a prone creature without a pause.

Prerequisite(s): Galeb duhr

Benefit(s): As a bonus action, the galeb duhr can spend a Hit Die to move through the space of a prone creature. The prone creature must make a DC 16 Dexterity saving throw, taking 19 (4d6+5) bludgeoning damage on a failed save, or half as much damage on a successful one.

Gargoyle

Stone Camouflage

When it wishes to do so, the gargoyle blends in with its rocky surroundings.

Prerequisite(s): Gargoyle

Benefit(s): By spending a Hit Die and a bonus action, the gargoyle gains advantage on Dexterity (Stealth) checks made to hide in rocky terrain.

Genie (Djinni)

Immolate

With a gesture of contempt, the efreeti causes an enemy to burst into flame.

Prerequisite(s): Genie (Efreeti)

Benefit(s): As an action, the efreeti can cause flames to erupt and surround a creature within 60 feet it can see that has suffered fire damage in the past round. The target must succeed at a DC 15 Dexterity saving throw or take 28 (8d6) fire damage, or half as much damage on a successful save. It cannot use this ability on consecutive rounds.

Bound to The Earth

Nothing can knock over a determined dao.

Prerequisite(s): Dao

Benefit(s): As a reaction, the dao can spend a Hit Die to ignore an effect that would knock it prone or shove it out of its current space. The dao still receives any saving throw normally allowed by the effect.

Drowning Lungs

With a touch, the marid causes its foe’s lungs to flood with saltwater.

Prerequisite(s): Marid

Benefit(s): When the marid attacks with its trident, it can spend a Hit Die as a bonus action to flood the target creature’s lungs with water. In addition to suffering the attack’s normal damage, the target must make a DC 16 Constitution saving throw. on a failed save, the target cannot speak or breathe until the start of its next turn.

Focused Whirlwind

The djinni has complete control over its whirlwind.

Prerequisite(s): Djinni

Benefit(s): The djinni can spend a Hit Die instead of using concentration to maintain its Whirlwind ability. At the beginning of each of its turns, the djinni chooses whether to maintain the whirlwind by spending another Hit Die or by using concentration.

the item (such as a suit of armor) and succeeds on the save, they take no damage and the effect ends on the item.

Ghost

Touch of Exhaustion

Each touch of the ghost drains more of its victim’s life force.

Prerequisite(s): Ghost

Benefit(s): When the ghost hits a living creature with its withering touch attack, it can spend a Hit Die and a bonus action to inflict a level of exhaustion on the target.

Giant, Fomorian

Gaze of Obedience

The fomorian extends what little magical talent it has over those affected by its evil eye.

Prerequisite(s): Giant (Fomorian)

Benefit(s): When a creature fails its saving throw against the fomorian’s Evil Eye ability, the fomorian can spend a Hit Die as a reaction in order to cast command. The target automatically fails its saving throw against this spell.

Flaming Blade

The fire giant calls upon its inner fire to wreathe its sword in flames.

Prerequisite(s): Fire giant

Benefit(s): As a bonus action, the fire giant can spend a Hit Die to cause its greatsword to burst into flame until the end of its turn. A hit with the flaming sword does an additional 7 (2d6) fire damage.

Long Throw

The stone giant can hurl rocks at a longer range and with greater precision.

Prerequisite(s): Stone giant

Benefit(s): When the stone giant makes a ranged weapon attack with a rock, it increases the range to 90/360 feet.

Sheathed in Ice

The frost giant’s intense, bitter cold allows it to encase its foe in a sheath of ice.

Prerequisite(s): Frost giant

Benefit(s): After the frost giant hits a target with a melee weapon attack, as a bonus action, it can spend a Hit Die to sheath the target in a thin layer of ice. The target must succeed at a DC 16 Strength saving throw or become restrained until the start of its next turn. The frost giant can only have one creature encased in ice this way at a time.

Tremorsense

The stone giant can detect the smallest vibrations in the earth.

Prerequisite(s): Stone giant

Benefit(s): As a reaction, the stone giant can spend a Hit Die and gain tremorsense with a range of 60 feet for 1 minute.

In addition to suffering the attack’s normal damage, the target creature must make a DC 13 Constitution saving throw or gain one level of exhaustion. This ability cannot affect a creature with 4 or more levels of exhaustion.

Ghoul

Rejuvenating Bite

The ghoul greedily devours a strip of flesh, regaining some of its undead vitality.

Prerequisite(s): Ghoul

Benefit(s): When the ghoul hits with a bite attack, it can spend a bonus action and a Hit Die to heal hit points equal to half the damage it inflicted with its bite.

Giant

Thick Hide

The hill giant can brush aside blunt force damage.

Prerequisite(s): Hill giant

Benefit(s): As a reaction, the hill giant can spend a hit die to gain resistance to bludgeoning damage from a nonmagical weapon attack.

Call Lightning

The cloud giant takes command of the lightning.

Prerequisite(s): Cloud giant

Benefit(s): As an action, the cloud giant can spend a Hit Die to cast call lightning, although it must meet the requirements of casting that spell. The spell lasts until the end of the giant’s turn, but it can spend a bonus action and a Hit Die to maintain the spell another round.

Electrify Metal

The storm giant causes a metal object to dance with electricity.

Prerequisite(s): Storm giant

Benefit(s): As an action, the storm giant can spend a Hit Die to electrify a manufactured metal object, such as a weapon or a suit of heavy or medium armor, that it can see within 60 feet. Any creature in physical contact with the object must succeed at a DC 17 Dexterity saving throw or take 13 (3d8) lightning damage. If a creature is wearing

Gibbering Mouther

Fanged Ground

The ground beneath your feet sprouts fanged maws.

Prerequisite(s): Gibbering mouther

Benefit(s): The gibbering mouther can spend a bonus action and a Hit Die to mutate terrain already affected by its Aberrant Ground ability. Until the start of the mouther’s next turn, a creature that enters the affected terrain receives 1d3 bite attacks (+2 to hit, reach 5 ft., one creature. Hit: 7 (2d6) piercing damage).

Gnoll

Blood Frenzy

The sight of blood sends the gnoll into a ravenous frenzy.

Prerequisite(s): Gnoll

Benefit(s): The gnoll can spend a Hit Die as a bonus action to gain the Blood Frenzy ability until the end of its turn. This gives the gnoll advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Pack Bravery

Gnolls find tremendous courage when they outnumber their foes.

Prerequisite(s): Gnoll

Benefit(s): As long as the gnoll has an ally it can see within 30 feet, as a reaction, it can spend a Hit Die to gain advantage on a saving throw to avoid becoming charmed or frightened.

Gnome, Deep

Poison Tolerance

Constant exposure to poisons has given the deep gnome some resistance to it.

Prerequisite(s): Deep gnome

Benefit(s): As a reaction, the deep gnome can spend a Hit Die to gain advantage on its next saving throw against poison damage. If the deep gnome spends two Hit Dice, it also gains resistance to poison damage until the end of its next turn.

Goblin

Pack Tactics

The more allies nearby, the braver the goblin becomes.

Prerequisite(s): Goblin

Benefit(s): When the goblin spends a Hit Die, it gains advantage on an attack roll against a creature if at least one of the goblin’s allies is within 5 feet of the creature and that ally isn’t incapacitated.

Wolf Rider

While mounted on a trained wolf, the goblin becomes a dangerous threat.

Prerequisite(s): Goblin

Benefit(s): A goblin can spend a Hit Die to gain proficiency in Wisdom (Animal Handling) checks with wolves for 1 minute. In addition, the goblin’s Wisdom ability score is treated as 4 higher for making Wisdom (Animal Handling) checks when dealing with a wolf, worg, or similar canine.

Golem

Battering Ram

The stone golem pounds through wood, stone, and metal with unstoppable force.

Prerequisite(s): Stone golem

Benefit(s): The stone golem can spend a Hit Die to deal double damage against objects and structures. This benefit lasts until the end of its turn.

Boiling Furnace

The fires that power the iron golem grows hotter.

Prerequisite(s): Iron golem

Benefit(s): As a reaction, each time the golem takes fire damage, it can spend a Hit Die as part of its Fire Absorption ability, keeping a running tally of the accumulated fire damage absorbed in this manner. The golem can contain fire for up to 1 minute after absorbing the damage. The golem can spend an action and a Hit Die to release this absorbed damage by unleashing a ball of fire in a 20-foot-radius sphere centered on its space. Each creature in the area of effect must succeed at a Dexterity saving throw (DC 19 for a typical iron golem) or take the absorbed fire damage or no damage on a successful save.

Crushing Grip

The clay golem grabs its target and crushes it in its massive fist.

Prerequisite(s): Clay golem

Benefit(s): Instead of making one of its slam attacks, the golem can spend a Hit Die to attempt to grapple a size Medium or smaller creature within 5 feet of it. If the grapple succeeds, the target is grappled (escape DC 13) and restrained, suffering disadvantage on Strength saving throws and Strength ability checks as long as the grapple continues. Each round, the golem can spend a bonus action and a Hit Die to inflict 16 (2d10+5) bludgeoning damage on the grappled creature.

Rend

The flesh golem pulls its enemy limb from limb.

Prerequisite(s): Flesh golem

Benefit(s): When the flesh golem hits one creature with two slam attacks, it can spend a bonus action and a Hit Die to do an additional 13 (2d8+4) bludgeoning damage against the target.

Gorgon

Overpowering Charge

The gorgon barrels its way through one creature in its mad charge towards another.

Prerequisite(s): Gorgon

Benefit(s): When using its Trampling Charge ability, the gorgon can spend a Hit Die and a bonus action to make a shove attack against one creature standing between it and its intended target. If the shove attack succeeds, the gorgon knocks that creature prone.

Grell

Shocking Grasp

Using its ability to manipulate electricity, the grell delivers a jolt through one of its tentacles.

Prerequisite(s): Grell

Benefit(s): As a bonus action when the grell hits a creature with a tentacle attack, it can spend a Hit Die as a bonus action to deliver a shock to the target for 4 (1d8) lightning damage. In addition, the target creature can’t take reactions until the start of its next turn.

Grick

Barbed Tentacles

The grick wraps its prey with one of its barbed tentacles.

Prerequisite(s): Grick

Benefit(s): If the grick hits with a tentacle attack, it can spend a Hit Die to grapple the target. The target is grappled (escape DC 10). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the grick can’t use the same tentacle on another target. The grick can only grapple one creature at a time.

Griffon

Flyby Attacks

The griffon effortlessly weaves through the air, striking at its enemies.

Prerequisite(s): Griffon

Benefit(s): The griffon can spend a Hit Die to prevent enemies from making opportunity attacks against it for the rest of the round. The griffon can only make use of this ability if it is flying and still provokes opportunity attacks if it is using its walking speed.

Grimlock

Enhanced Blindsight

When necessary, the grimlock’s perceptions sharpen beyond their normal range.

Prerequisite(s): Grimlock

Benefit(s): As a reaction, a grimlock can spend a Hit Die to extend its blindsight out to 60 feet.

Hag

Bringer of Nightmares

The night hag peers into the minds of her victims to reveal and exploit their fears.

Prerequisite(s): Night hag

Benefit(s): As an action, the hag can spend a Hit Die to cast detect thoughts. If the target of this spell fails its Wisdom saving throw when the hag probes deeper for more information, the hag learns that creature’s greatest fear. Any time in the next 24 hours, the hag can spend another Hit Die as a bonus action to make a creature that failed the Wisdom saving throw against the hag’s detect thoughts frightened of it. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the hag is within line of sight, ending the effect on itself on a success. If there are multiple such creatures, the hag can spend one Hit Die per creature in order to cause more than one to be frightened of her with the same bonus action.

Fickle Gift

The sea hag offers the ability to breathe underwater, only to withdraw it as a trap.

Prerequisite(s): Sea hag

Benefit(s): As a standard action, the hag can spend a Hit Die to grant one willing creature within 30 feet the ability Griffon

Verminous Escape

The green hag cackles as its body melts away into a cluster of insects.

Prerequisite(s): Green hag

Benefit(s): As a reaction when the hag is hit with an attack but before damage is dealt, the hag can spend a Hit Die in order to transform into a swarm of insects of its choice. The hag’s statistics are replaced with the statistics of the insect swarm, but it retains its alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. The hag cannot attack in this form. This transformation lasts for one minute, but the hag can end it early by transforming back to her base form as a bonus action. The hag automatically reverts to its normal form if it falls unconscious, drops to 0 hit points, or dies.

Half-Dragon

Draconic Resilience

The half-dragon briefly taps into the elemental immunities of their dragon heritage.

Prerequisite(s): Half-dragon

Benefit(s): As a reaction, a half-dragon can spend a Hit Die in order to gain immunity to the type of damage it normally has resistance to due to its draconic heritage. This immunity lasts until the start of the half-dragon’s next turn.

Primal Movement

The half-dragon’s form transforms in order to allow it to maneuver like their draconic parent.

Prerequisite(s): Half-dragon, chromatic dragon heritage

Benefit(s): As a bonus action, the half-dragon can spend a Hit Die to reshape its body to gain a movement type based on their draconic ancestry. Black and green half-dragons gain a swim speed equal to their walking speed. Blue half-dragons gain a burrow speed equal to half their walking speed (minimum 5 feet). Red half-dragons gain a climb speed equal to their walking speed. White half-dragons gain a fly speed equal to half their walking speed (minimum 5 feet). This movement type lasts until the beginning of the half-dragon’s next turn. However, it can be maintained if the half-dragon spends a Hit Die as a bonus action each turn.

Harpy

Encore

The harpy’s beautiful song quickly recaptures the minds of any who managed to break free.

Prerequisite(s): Harpy

Benefit(s): As a reaction to a creature succeeding its saving throw against the harpy’s Luring Song ability, the harpy can spend a Hit Die to ignore the creature’s immunity to that harpy’s song and force the creature to make a DC 11 Wisdom saving throw or once again be affected by the Luring Song. This ability can only affect a creature once every 24 hours.

to breathe underwater for 1 hour. While the creature can breathe underwater due to this ability, it can no longer breathe air. At any point, the hag can withdraw this gift as a bonus action. When the hag does this, the affected creature must succeed a DC 11 Charisma saving throw or be stunned for 1 round.

Song of Betrayal

A verse of deceit and treachery is sung, causing strife to those who can hear it.

Prerequisite(s): Harpy

Benefit(s): As an action, the harpy can spend a Hit Die to force a single creature affected by its Luring Song to immediately move up to its speed towards the nearest creature and make an Attack action against it. Once the Attack action is resolved, the creature can immediately attempt a Wisdom saving throw to end the Luring Song’s effect. If two creatures are equally close to the affected creature, the harpy can choose which is attacked.

Half-Dragon

Ancestral Might

The half-dragon is able to utilize a breath weapon unique to its lineage.

Prerequisite(s): Half-dragon, metallic dragon heritage

Benefit(s): When the half-dragon uses its breath weapon, it can spend a Hit Die to instead use the unique breath weapon possessed by their dragon half. Brass half-dragons can choose to use sleep breath. Bronze half-dragons can choose to use repulsion breath. Copper half-dragons can choose to use slowing breath. Gold half-dragons can choose to use weakening breath. Silver half-dragons can choose to use paralyzing breath. The half-dragon’s size determines how this breath weapon functions.

Size Breath Weapon Prerequisite Large or smaller As a wyrmling Challenge 2 or higher Huge As a young dragon Challenge 7 or higher Gargantuan As an adult dragon Challenge 8 or higher

Benefit(s): As a bonus action, a helmed horror can spend a Hit Die in order to switch one of the spells that it is immune to for a spell that it has observed being cast within the past 24 hours. This effect lasts for one minute, after which it regains its original spell immunities. The helmed horror can only switch one of its spell immunities at a time.

Hippogriff

Flyby Attacks

Gracefully navigating through the air, the hippogriff deftly avoids attacks.

Prerequisite(s): Hippogriff

Benefit(s): The hippogriff can spend a Hit Die to prevent enemies from making opportunity attacks against it for the rest of the round. The hippogriff can only make use of this ability if it is flying and still provokes opportunity attacks if it is using its walking speed.

Hell Hound

Breath of Brimstone

A miasma of poisonous gas billows from the hell hound’s jaws and covers the battlefield.

Prerequisite(s): Hell hound

Benefit(s): Whenever the hell hound uses its Fire Breath, it can spend a Hit Die in order to release poisonous gas into the air around it. All creatures within 15 feet of the hell hound must make a DC 12 Constitution saving throw, or be poisoned for one minute.

Hellacious Bite

The pain from the hell hound’s bite lingers, freezing the muscles for a brief moment.

Prerequisite(s): Hell hound

Benefit(s): When the hell hound successfully attacks a creature with its bite attack, it may expend a Hit Die in order to enhance its attack with painful hellfire. The attacked creature must attempt a DC 12 Constitution saving throw or be restrained until the start of the hell hound’s next turn.

Helmed Horror

Reconfigure Immunities

The helmed horror adapts to changing situations, altering its defenses to better protect itself.

Prerequisite(s): Helmed horror

Prerequisite(s): Hydra

Benefit(s): If one of the hydra’s heads has been killed since its last turn, it can use its reaction to spend two Hit Dice in order to instantly grow two heads instead of waiting until the end of its next turn. The hydra can spend two Hit Die per head that died in order to grow an appropriate amount of additional heads. The hydra cannot spend Hit Dice in this way, if it has taken fire damage since its last turn.

Hobgoblin

Ally Shield

The hobgoblin positions itself in such a way that it could best use nearby allies as cover.

Prerequisite(s): Hobgoblin

Benefit(s): Whenever the hobgoblin would be hit with an attack, it can spend a Hit Die in order to redirect that attack towards an ally of its choice. The attack roll remains the same; however the ally’s Armor Class may cause the attack to miss if it is high enough. Alternatively, if the hobgoblin is adjacent to an ally and would take damage from an area effect such as from a fireball spell, the hobgoblin can spend a Hit Die in order to take no damage from the area effect. The chosen adjacent ally, however, automatically fails its saving throw against the area effect.

Tactical Superiority

The hobgoblin carefully supervises its allies in battle, barking orders to gain an advantage.

Prerequisite(s): Hobgoblin

Benefit(s): Whenever one of the hobgoblin’s allies within 60 feet makes an attack roll or a saving throw, the hobgoblin can roll one of its Hit Dice and add the result to the roll. The hobgoblin can wait until after learning the result of the roll to use this ability.

Homunculus

Fortified Frame

The homunculus uses a small bit of the magic used to create it to prevent death.

Prerequisite(s): Homunculus

Benefit(s): As a bonus action, the homunculus can roll a Hit Die in order to gain a number of temporary hit points equal to the result. These temporary hit points last for 1 minute.

Hook Horror

Bleeding Strike

The hook horror’s wicked weapons cause wounds that cause their targets to bleed profusely.

Prerequisite(s): Hook horror

Benefit(s): If the hook horror successfully hits a living creature with its hook attack, it can spend a Hit Die in order to leave a lasting wound on that creature. The damaged creature takes 1 damage at the beginning of its turn for the next 1d4 turns unless it is affected by magical healing. A creature that is targeted by Bleeding Strike while still taking damage from this effect has the duration extended by 1d4 rounds.

Hydra

Enhanced Regeneration

The hydra’s regenerative abilities allow it to overwhelm enemies with its multiplying heads.

Prerequisite(s): Hydra

Benefit(s): Whenever a hydra would grow heads with its Multiple Heads ability, it can spend two Hit Dice in order to grow an additional head.

Rapid Regrowth

Upon the death of one of its heads, the hydra immediately grows two more.

Intellect Devourer

Not Here

The intellect devourer clouds the mind of its prey, rendering itself invisible to that creature.

Prerequisite(s): Intellect devourer

Benefit(s): As a bonus action, the intellect devourer can spend a Hit Die to target a creature within 60 feet of it. The creature must make a DC 11 Wisdom saving throw. If the target fails this save, the intellect devourer is invisible to that creature until the end of the devourer’s next turn.

Kenku

Exceptional Mimicry

The kenku’s mimics a sound almost impossible to discern from the real thing.

Prerequisite(s): Kenku

Benefit(s): When using its mimicry ability, the kenku can spend a Hit Die to impose disadvantage on the Wisdom (Insight) check made by creatures hearing its Mimicry sound imitations.

Sneak Attack

The kenku slinks out of the shadows and delivers a nasty strike.

Prerequisite(s): Kenku

Benefit(s): Once per turn, the kenku can spend a bonus action and a Hit Die to deal an extra 3 (1d6) weapon 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 kenku that isn’t incapacitated and the kenku doesn’t have disadvantage on the attack roll.

Invisible Stalker

First Strike

As the invisible stalker closes in on its quarry, it moves with supernatural speed.

Prerequisite(s): Invisible stalker

Benefit(s): When the invisible stalker is within 300 feet of its quarry, it can spend a Hit Die to roll initiative with advantage. If the stalker spends a second Hit Die, it can add its proficiency bonus to its initiative roll.

Incorporeal Movement

The invisible stalker disincorporates for a moment, flowing around an obstacle before reforming again.

Prerequisite(s): Invisible stalker

Benefit(s): The invisible stalker can spend a Hit Die to move through other creatures and objects as if they were difficult terrain. It cannot end its turn inside an object or creature.

Jackalwere

Cunning Action

The jackalwere takes advantage of its speed and agility.

Prerequisite(s): Jackalwere

Benefit(s): on its turn, the jackalwere can use a bonus action and spend a Hit Die to take the Dash, Disengage, or Hide action.

Kobold

Precise Throw

The kobold has a keen eye for striking its target, especially when its own life is endangered.

Prerequisite(s): Kobold

Benefit(s): When the kobold makes a ranged weapon attack against a target within 30 feet, it can spend a Hit Die to gain advantage on the roll. This option can also be used to cancel the disadvantage on attack rolls the kobold suffers due to its sunlight sensitivity.

Quick Shift

The kobold slips in and out of combat, deftly avoiding enemy attacks.

Prerequisite(s): Kobold

Benefit(s): When leaving an enemy’s threatened area, the kobold can spend its bonus action and a Hit Die to avoid provoking an opportunity attack.

Kraken

Obscuring Fog

A thick, wet fog billows out around the kraken’s great bulk.

Prerequisite(s): Kraken

Benefit(s): As a bonus action, when the kraken spends a Hit Die, it creates a 120-foot-radius sphere of fog centered on its space. The fog spreads around corners, and everything within it is heavily obscured. The fog dissipates at the end of the kraken’s next turn unless it spends another Hit Die maintain it. A moderate wind (10 mph or greater) disperses the fog.

Till of The Titan

The kraken’s powerful will makes it difficult to control for long.

Prerequisite(s): Kraken

Benefit(s): If the kraken fails a saving throw that would cause it to become charmed, as a reaction, it can spend a Hit Die and reroll the save. It must accept the second roll.

Kuo-Toa

Exceptional Hearing

The kuo-toa hears even the slightest of noise.

Prerequisite(s): Kuo-toa

Benefit(s): As a reaction, the kuo-toa can spend a Hit Die to gain keen hearing for 1 minute, granting it advantage on Wisdom (Perception) checks that rely on hearing.

Lamia

Know Thy Thoughts

With a smile of delight, the lamia peers into your mind and reads your thoughts.

Prerequisite(s): Lamia

Benefit(s): As an action, the lamia can spend a Hit Die to cast detect thoughts. The effect lasts until the end of its turn. The lamia can continue the spell each round thereafter, for up to 1 minute, by either maintaining concentration on the spell or by spending a Hit Die at the start of its turn. The lamia can switch back-and-forth each round, but if it uses concentration to maintain the detect thoughts, it cannot concentrate on any other spell.

Lich

Arcane Lore

The lich possesses a vast array of magical knowledge.

Prerequisite(s): Lich

Benefit(s): The lich can spend a Hit Die to cast any cantrip from the wizard spell list without having prepared it.

Legendary Spellcaster

The lich casts spells with inhuman speed.

Prerequisite(s): Lich

Benefit(s): The lich can cast a 1st-level spell as a legendary action by spending a Hit Die.

Spectral Hand

The lich transmits its paralyzing touch through a ghostly floating hand.

Prerequisite(s): Lich

Benefit(s): As a bonus action, the lich can spend a Hit Die Kobold

Lycanthrope (Were-Creature)

Go For The Jugular

The weretiger tears open the throat of its prey.

Prerequisite(s): Weretiger

Benefit(s): If the weretiger hits with a claw attack while in tiger or hybrid form, it can spend a bonus action and a Hit Die to reduce the target’s maximum hit points by the amount of damage inflicted by the claw attack.

Rapid Transformation

The lycanthrope shifts form with surprising swiftness.

Prerequisite(s): Lycanthrope (any)

Benefit(s): The lycanthrope can spend a Hit Die to polymorph one of its forms to another (e.g., true form to hybrid form) as a bonus action instead of an action.

Call Rats

The wererat calls a swarm of rats to fight alongside it.

Prerequisite(s): Wererat

Benefit(s): Once per combat, the wererat can spend a bonus action and a Hit Die to summon a swarm of rats. to conjure a spectral, floating hand in any unoccupied space it can see within 90 feet. The lich can deliver its paralyzing touch attack through this ghostly hand. The hand lasts until the end of the lich’s turn. The hand cannot be attacked or harmed, but dispel magic automatically dispels it. The lich can also use this hand through which it can deliver spells of 4th level or lower with a range of touch.

Cumulative Venom

The creature’s venom becomes increasingly dangerous with each attack.

Benefit(s): When using an attack that inflicts poison damage, the beast can spend a Hit Die as a bonus action to increase the DC of the saving throw against the poison by 1.

Beasts: Any beast with a poisonous attack (e.g., centipede, poisonous snake, scorpion, wasp, etc.).

Gathering Swarm

With each passing moment, more creatures join the swarm, swelling its ranks.

Benefit(s): As a bonus action, the swarm can roll a Hit Die and add the result to its hit points. Each time the swarm doubles its hit point maximum value, it increases by one size category.

Beasts: Any swarm creature (e.g., insects, spiders, etc.)

Swarm Intrusion

The things within the swarm flood into a creature’s mouth and nose like an unstoppable wave.

Benefit(s): When occupying a prone creature’s space, as an action the swarm can spend a Hit Die to choke the creature by swarming into its mouth, nose, and eyes. As long as the target creature remains in the swarm’s space it is blinded; it is no longer blinded the moment it leaves the swarm’s space.

In addition, the prone creature must make a Constitution saving throw (DC = 8 + the swarm’s proficiency bonus + its Dexterity modifier). If it fails this save, it chokes and cannot breathe or speak until it leaves the swarm’s space.

Beasts: Any swarm creature (e.g., insects, spiders, etc.)

Lizardfolk

Shield Slam

The lizardfolk follows its attack up with a blow from its spiked shield.

Prerequisite(s): Lizardfolk

Benefit(s): When the lizardfolk uses Multiattack and hits a creature at least once with a melee weapon attack, as a bonus action it can spend a Hit Die to make a shield attack against that same target.

Lycanthrope

Boar Frenzy

The wereboar shrugs off mortal blows and keeps fighting.

Prerequisite(s): Wereboar

Benefit(s): The wereboar can spend a Hit Die to use its Relentless ability a second time without needing a short or long rest for it to recharge. This ability can only be used once per long rest.

Blood Frenzy

The smell of blood drives the werewolf into a feeding frenzy.

Prerequisite(s): Werewolf

Benefit(s): The werewolf can spend a Hit Die as a bonus action to gain advantage on melee attack rolls against any creature that doesn’t have all its hit points.

Ursine Warrior

In a terrifying display, the werebear fights with tooth and ax at the same time.

Prerequisite(s): Werebear, bear form

Benefit(s): While in bear form and using its Multiattack, the werebear can spend a Hit Die to allow it to make two greataxe attacks and one bite attack instead of two claw attacks.

Magmin

Restoring Flames

The magmin steps into a fire to rejuvenate its inner heat.

Prerequisite(s): Magmin

Benefit(s): When the magmin occupies the same space as a source of flame the size of a bonfire or larger, it can spend a bonus action to roll a Hit Die, regaining the number of hit points rolled. This also extinguishes the flames in that space.

Manticore

Flyby Attacks

The manticore slashes and bites as it weaves between foes.

Prerequisite(s): Manticore

Benefit(s): As a bonus action, the manticore can spend a Hit Die to prevent enemies from making opportunity attacks against it until the end of its next turn. The manticore can only make use of this ability if it is flying and still provokes opportunity attacks if using its walking speed.

Regenerating Tail Spikes

The manticore regrows a cluster of tail spikes.

Prerequisite(s): Manticore

Benefit(s): As a bonus action, the manticore spends a Hit Die to regrow three tail spikes. It cannot use this option on consecutive turns.

Medusa

Hypnotic Allure

In spite of its horrific appearance, the medusa exudes a powerful allure that is difficult to ignore.

Prerequisite(s): Medusa

Benefit(s): As an action, the medusa can spend a Hit Die to cast suggestion on one creature it can see within 30 feet. The target creature must succeed at a DC 13 Wisdom saving throw or become charmed. Creatures that can’t be charmed are immune to this effect. The suggestion lasts until the end of the medusa’s next turn. For purposes of this effect, the charmed creature does not consider opening its eyes to be an obviously harmful act.

Mephit

Elemental Magic

The mephit can summon its innate magic more than once a day.

Prerequisite(s): Mephit, innate spellcasting ability

Benefit(s): The mephit can spend a Hit Die to regain the use of its Innate Spellcasting ability.

Merfolk

Agile Swimmer

The merfolk moves with grace and speed while in the water.

Prerequisite(s): Merfolk

Benefit(s): While in the water, the merfolk can spend a Hit Die to increase its swim speed by 10 feet until the end of its turn. Alternatively, when in the water, the merfolk can spend a Hit Die as a bonus action to gain proficiency in Dexterity (Acrobatics) checks, and to make those checks with advantage for the next 1 minute.

The swarm appears at the end of its turn in a space within 20 feet of the wererat. Each round thereafter, the wererat can spend its bonus action to either order the rat swarm to attack a creature the wererat can see or to move up to 30 feet.

Modron

Rigid Command

Success at its task is the modron’s dominant thought.

Prerequisite(s): Modron

Benefit(s): If the modron fails at an ability check, as a bonus action, it can spend a Hit Die to reroll the check. If it spends two Hit Dice, it makes this reroll with advantage.

Mummy

Life Drain

The mummy’s touch putrifies flesh while infusing it with rejuvenating energies.

Prerequisite(s): Mummy

Benefit(s): When the mummy strikes a creature with its rotting fist attack, it can spend one or more Hit Dice as a bonus action. For each Hit Die it expends, it regains 1d6 hit points.

The Mummy’s Curse

In a dry, whispered voice, the mummy curses you.

Prerequisite(s): Mummy

Benefit(s): As an action, the mummy can spend one or more Hit Dice to cast bestow curse against one creature it can see within 20 feet. The mummy chooses the curse’s effects. The length of time the curse persists depends on how many Hit Dice the mummy spends, as indicated in the table below. The mummy can only maintain one curse at a time.

Hit Dice Spent Curse Duration
1 Concentration, up to 1 minute
3 10 minutes (no concentration required)
5 8 hours (no concentration required)
7 24 hours (no concentration required)

Merrow

Blood Hunger

The sight of blood sends the merrow into a ravenous frenzy.

Prerequisite(s): Merrow

Benefit(s): The merrow can spend a Hit Die to gain advantage on a melee attack roll against a creature that doesn’t have all its hit points.

Mimic

Quick Change

The mimic transforms from its natural form to that of an object almost instantaneously.

Prerequisite(s): Mimic

Benefit(s): The mimic can polymorph into an object or back into its true form with only a bonus action when it expends a Hit Die.

Minotaur

Battle Cry

The minotaur bellows a blood-curdling roar.

Prerequisite(s): Minotaur

Benefit(s): As part of a charge, the minotaur can spend a bonus action and a Hit Die to first unleash a roar directed at its intended target. If the minotaur hits with its gore attack after the charge, the target suffers disadvantage on its Strength saving throw to avoid being pushed away and knocked prone.

Modron

Absolute Order

The modron can shrug off an effect contrary to its dedication to law and order.

Prerequisite(s): Modron

Benefit(s): When the modron fails a saving throw that would cause it to suffer the charmed or frightened condition, as a reaction, it can spend a Hit Die to reroll the saving throw.

Naga

Blinding Spittle

The naga sprays a burst of poison into it’s target’s eyes.

Prerequisite(s): Naga

Benefit(s): As an action, the naga can spend a Hit Die to gain an acid spray attack against a creature it can see within 15 feet. The target must succeed at a DC 13 Dexterity saving throw or become blinded for 1 minute. The affected creature can make a new saving throw at the end of each of its turns, ending the blindness with a success.

Silent Spellcaster

The naga needs no verbal component to cast one of its spells.

Prerequisite(s): Naga

Benefit(s): If a spell requires a verbal component, the naga can spend a Hit Die to cast that spell without it.

Nightmare

Unwilling Traveler

As the nightmare slides between dimensions, it can sometimes take an unwilling victim with it.

Prerequisite(s): Nightmare

Benefit(s): When the nightmare uses its Ethereal Stride ability, it can spend a bonus action, and a Hit Die to attempt to take an unwilling creature with it. The target creature must be within 5 feet of the nightmare and must make a DC 12 Wisdom saving throw. If it fails the save, it travels with the nightmare to wherever the nightmare goes (i.e., either the Ethereal Plane or the Material Plane, depending on its current location). The nightmare cannot use this option if it is already transporting one or more willing creatures with its Ethereal Stride ability.

Nothic

Glimpse Into The Future

The nothic gains a quick look at a moment in the future, allowing it to change its luck.

Prerequisite(s): Nothic

Benefit(s): If the nothic fails a saving throw or ability check or misses with an attack, it can spend its reaction and a Hit Die to reroll the result. It must accept this reroll.

Myconid

Choking Spores

The myconid ejects a cloud of noxious spores.

Prerequisite(s): Myconid

Benefit(s): As an action, the myconid can spend two Hit Dice to eject spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw (DC = 8 + the myconid’s proficiency bonus + its Constitution modifier) or be poisoned for 1 minute. The poisoned target cannot breathe and coughs uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it remains conscious, an affected creature can repeat the saving throw at the end of each of its turns, ending the effect on it, with a success. The myconid can only use this ability once per combat.

Fear Spores

The myconid ejects a cloud of fear-inducing spores.

Prerequisite(s): Myconid

Benefit(s): As an action, the myconid can spend a Hit Die to eject spores at one creature it can see within 5 feet of it. The target must succeed on a Constitution saving throw (DC = 8 + the myconid’s proficiency bonus + its Constitution modifier) or be poisoned for 1 minute. The poisoned target becomes frightened of the myconid. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Naga

Blinding Spittle

The naga sprays a burst of poison into its target’s eyes.

Prerequisite(s): Naga

Benefit(s): As an action, the naga can spend a Hit Die to gain an acid spray attack against a creature it can see within 15 feet. The target must succeed at a DC 13

Ogre

Gluttonous Hunger

Desperate to ease its gnawing hunger, the ogre bites its enemy.

Prerequisite(s): Ogre

Benefit(s): As a bonus action, the ogre can spend a Hit Die to make bite attack. The bite attack is a melee weapon attack with a reach of 5 feet that inflicts 1d4 damage plus the ogre’s Strength modifier in piercing damage.

Growing Rage

Each time the ogre misses an enemy, its fury grows worse.

Prerequisite(s): Ogre

Benefit(s): Each time the ogre misses an enemy creature with a melee weapon attack, it can spend a Hit Die to a maximum number equal to its proficiency bonus. The next time it hits a target with a melee weapon attack, it adds a bonus 7 (2d6) weapon damage for each Hit Die expended.

Tempting Secrets

A creature caught in the nothic’s gaze finds themselves mesmerized by strange visions.

Prerequisite(s): Nothic

Benefit(s): When the nothic uses its Rotting Gaze, as a bonus action, it can spend a Hit Die to enhance the effect. If the target fails its Constitution saving throw against the gaze, it must also make a DC 12 Wisdom saving throw or become charmed and restrained until the end of its next turn. A creature immune to charm automatically succeeds on this Wisdom saving throw.

Oni

Cleaving Glaive

The oni’s glaive cuts through everything in its path.

Prerequisite(s): Oni

Benefit(s): When making a melee weapon attack, the oni can spend a bonus action and a Hit Die to make an extra attack against one creature adjacent to the original target.

Shatter Strike

The oni follows up its cone of cold with a devastating attack.

Prerequisite(s): Oni

Benefit(s): The next round after the oni damages a creature with cone of cold, it can spend an action, and a Hit Die to make a melee weapon attack against that same target. If the attack hits, it inflicts normal damage plus a bonus die of weapon damage.

Orc

Brutal Critical

The orc’s attack brings an enemy to its knees.

Prerequisite(s): Orc

Benefit(s): When the orc lands a critical hit with a melee weapon attack, it can spend a Hit Die. The target must succeed at a Constitution saving throw (DC = 8 + the orc’s Strength modifier) or gain a level of exhaustion for the next minute.

Savage Intimidation

The blood of its enemies brings out the orc’s cruel savagery like nothing else.

Prerequisite(s): Orc

Benefit(s): Once an orc suffers at least 1 point of damage, it can spend a reaction and a Hit Die to make a Charisma (Intimidate) check against a creature it can see within 30 feet. The target creature must succeed at a Charisma saving throw contested by the orc’s Charisma (Intimidate) check. If it fails, the target suffers disadvantage on its next melee or ranged attack against the orc.

Otyugh

Stench

The otyugh belches forth a cloud of choking, nauseating stench.

Prerequisite(s): Otyugh

Benefit(s): As an action, the otyugh can spend a Hit Die to emit a 20-foot-radius sphere of greenish, stench-ridden gas. The cloud spreads around corners, and its area is heavily obscured. The cloud lasts until the start of the otyugh’s next turn.

Each creature within the cloud at the start of its turn must make a DC 15 Constitution saving throw against poison. on a failed save, the creature spends its action that turn vomiting and choking. Creatures that don’t need to breath or that are immune to poison automatically succeed on this save.

Owlbear

Pounce

With a ferocious howl, the owlbear pounces towards its prey.

Prerequisite(s): Owlbear

Benefit(s): If the owlbear moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, it can spend a Hit Die. The target creature must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is knocked prone, the owlbear can then spend one Hit Die to make one claw attack and one bite attack as a bonus action.

Relentless

The owlbear continues to fight savagely, despite mortal wounds.

Prerequisite(s): Owlbear

Benefit(s): When the owlbear drops to 0 hit points but is not killed outright, it can spend a Hit Die as a reaction and drop to 1 hit point instead. It can then make one claw or bite attack against an adjacent target.

Peryton

Forceful Flight

The force of the peryton’s flyby attack knocks its prey to the ground.

Prerequisite(s): Peryton

Benefit(s): When the peryton hits a creature with its Dive Attack, it can spend a bonus action and a Hit Die to attempt to knock the target back and prone. The target must make a DC 13 Strength saving throw. If the target fails this save, the peryton knocks it 10 feet straight back, where it lands prone.

Pegasus

Flyby

The nimble pegasus avoids drawing opportunity attacks.

Prerequisite(s): Pegasus

Benefit(s): As part of its movement, the pegasus can spend a Hit Die to avoid provoking an opportunity attack when it flies out of an enemy’s reach. The pegasus must spend a Hit Die for each creature from which it wishes to avoid provoking opportunity attacks.

Purple Worm

Acid Spray

The purple worm vomits a cloud of acid into the air.

Prerequisite(s): Purple worm

Benefit(s): As an attack, the purple worm can spend a Hit Die to disgorge an acidic cloud. The cloud fills a 10-foot-radius sphere around the worm. A creature inside the cloud must make a DC 19 Dexterity saving throw or suffer 21 (6d6) acid damage or half as much damage on a successful save. The worm cannot make this attack on consecutive rounds, and it cannot make this attack if it has swallowed another creature.

Enhanced Senses

The purple worm can hear and feel movement from a greater distance.

Prerequisite(s): Purple worm

Benefit(s): The worm can spend a Hit Die as a bonus reaction to double the range of its blindsight, to a distance of 60 feet. If the worm spends two Hit Dice, it also doubles the range of its tremorsense, out to 120 feet. This enhancement lasts for 1 minute.

Quaggoth

Hunter in Darkness

The quaggoth has become adept at hiding and hunting in the darkness of the underground.

Prerequisite(s): Quaggoth

Benefit(s): The quaggoth can spend a Hit Die to gain advantage on its next Dexterity (Stealth) check and also adds its proficiency bonus to the roll (+2 for a typical quaggoth).

Phase Spider

Phase Shift

The phase spider leaps in and out of this dimension.

Prerequisite(s): Phase spider

Benefit(s): As a reaction, the phase spider can spend a Hit Die to use its Ethereal Jaunt ability. It can use this ability to avoid taking damage.

Piercer

Patient Hunter

The piercer descends on its prey with unerring accuracy.

Prerequisite(s): Piercer

Benefit(s): When the piercer uses its drop attack, it can spend a Hit Die to gain advantage on the attack roll.

Pixie

You Can’t See Me

The pixie maintains its invisibility effortlessly.

Prerequisite(s): Pixie

Benefit(s): When the pixie uses its Superior Invisibility ability, it can spend a Hit Die to maintain the invisibility without concentration until the end of its next turn.

Pseudodragon

See Invisible

The pseudodragon’s highly tuned senses allow it to see things outside of normal perception.

Prerequisite(s): Pseudodragon

Benefit(s): As a bonus action, the pseudodragon can spend a Hit Die to be able to see invisible creatures and objects out to a range of 60 feet. This ability lasts until the start of its next turn.

Rend

The quaggoth shreds its prey with its vicious claws.

Prerequisite(s): Quaggoth

Benefit(s): When the quaggoth hits a target with both claw attacks, as a bonus action, it can spend a Hit Die to rend the target for an additional 6 (1d6+3) slashing damage. If the quaggoth hits with this rend attack while in its Wounded Fury (i.e., at 10 or fewer hit points), the attack inflicts an extra 7 (2d6) damage.

Rakshasa

Effortless Illusion

The rakshasa can move or alter its illusions with minimal effort.

Prerequisite(s): Rakshasa

Benefit(s): When the rakshasa casts an illusion spell that requires concentration to maintain, it can spend a Hit Die. Thereafter, each round, the rakshasa can move the illusion or change its details with a bonus action rather than an action.

Lingering Illusion

The rakshasa’s illusions function without need for its concentration.

Prerequisite(s): Rakshasa

Benefit(s): When the rakshasa casts an illusion spell, it can spend a Hit Die as a bonus action. Thereafter, the illusion continues as long as the rakshasa wishes, up to the spell’s duration, without the need for the rakshasa to maintain concentration. This allows the rakshasa to maintain an illusion and still concentrate on another spell. However, the rakshasa cannot, however, use this feature on more than one illusion at a time; if it wishes to have a second illusion spell, it must maintain concentration on it.

Tactical Brilliance

The rakshasa can draw upon centuries of experience for almost any challenge.

Prerequisite(s): Rakshasa

Benefit(s): As a reaction, the rakshasa can spend a Hit Die to gain the benefits of a bless spell, but only for itself for up to 1 minute. Alternatively, as a reaction, the rakshasa can spend two Hit Dice and affect up to three creatures it can see within 30 feet with the bane spell. A target receives a Charisma saving throw to avoid this effect. Maintaining either bless or bane requires the rakshasa’s concentration.

Unreal Reality

The rakshas’s illusions are so believable as to be almost real.

Prerequisite(s): Rakshasa

Benefit(s): When the rakshasa casts an illusion spell, it can spend a Hit Die as a bonus action to infuse the illusion with greater verisimilitude. When a creature uses its action to examine an illusion, it suffers disadvantage on its Intelligence (Investigation) check to do so.

Remorhaz

Acid Spray

The remorhaz disgorges a spray of acid at its prey.

Prerequisite(s): Remorhaz

Benefit(s): When the remorhaz uses the attack action, it can spend a Hit Die to spit a line of acid 30 feet long by 5 feet wide, but only if it does not have a swallowed creature inside it. Each creature in the line must make a DC 15 Dexterity saving throw, taking 10 (3d6) acid damage on a failed save, or half as much damage on a successful one.

Revenant

Disdainful Spite

With a surge of strength, the revenant shoves aside anyone who stands between it and the target of its undying vengeance.

Prerequisite(s): Revenant

Benefit(s): When the target of the revenant’s vengeance is in sight, it can spend a Hit Die to gain advantage on a melee weapon attack against a creature standing between the revenant and its target. Alternatively, if the revenant makes a shove attack against the interposing creature, it can spend a Hit Die to gain advantage on a Strength (Athletics) check made to shove the creature. If the shove attack wins the contested roll, the revenant can either knock the target prone or push it 10 feet away from it.

Roc

Crushing Talon

The roc tightens its talons around, crushing the life from its prey.

Prerequisite(s): Roc

Benefit(s): As a bonus action, the roc can spend a Hit Die to crush a creature it has grappled with its talons. The grappled target automatically takes 21 (4d6+9) bludgeoning damage.

Roper

Extra Tendril

When necessary, a roper extrudes another tendril.

Prerequisite(s): Roper

Benefit(s): As a bonus action, the roper can spend a Hit Die to extrude another tendril, allowing it to have up to seven tendrils at a time. If it spends two Hit Dice, the roper can have up to eight tendrils at once, but it still must expend a bonus action to extrude each new tendril.

Rust Monster

Accelerated Corrosion

Metal that strikes the rust monster corrodes twice as fast.

Prerequisite(s): Rust monster

Benefit(s): As a reaction, the rust monster can spend a Hit Die so that a weapon or other metal object that strikes it takes a permanent and cumulative -2 penalty to damage rolls, instead of the standard -1 penalty.

Sahuagin

Skewer

The sahuagin skewers its prey with its barbed spear.

Prerequisite(s): Sahuagin

Benefit(s): When the sahuagin hits a creature with its spear attack, it can spend a bonus action and a Hit Die to skewer the target. The target becomes grappled (escape DC 8 + the sahuagin’s Strength modifier + its proficiency bonus). The sahuagin cannot use its spear on another target as long as it maintains this grapple. Each round as a bonus action, the sahuagin can spend a Hit Die to inflict spear damage against the grappled target automatically.

Salamander

Heat Metal

The salamander causes a piece of metal to glow red-hot.

Prerequisite(s): Salamander

Benefit(s): As an action, the salamander can spend a Hit Die to cast heat metal. The spell affects one manufactured metal object that the salamander can see within 60 feet and lasts until the start of its next turn. The salamander can continue the effect by spending a bonus action and another Hit Die for each additional round, to a maximum of 1 minute (or until it rounds out of Hit Dice to spend).

Stoke The Fire

The salamander’s internal fire burns nearby creatures.

Prerequisite(s): Salamander

Benefit(s): As a bonus action, the salamander can spend a Hit Die to create a fiery aura until the start of its next turn. A creature that ends its turn within 10 feet of the salamander takes 5 fire damage.

Satyr

Poison Tolerance

The satyr can, when necessary, heighten its tolerance to drugs, alcohol, and poison.

Prerequisite(s): Satyr

Benefit(s): As a reaction, the satyr can spend a Hit Die to gain advantage on saving throws against poison and against poison damage for the next minute. If the satyr spends 2 Hit Dice, it also gains resistance to poison damage for the next minute.

Scarecrow

Horrifying Glare

The scarecrow can frighten more than one creature at a time with its gaze.

Prerequisite(s): Scarecrow

Benefit(s): When the scarecrow uses its Terrifying Glare ability, it can spend a Hit Die to target a second creature simultaneously. The second target must also be within 30 feet of the scarecrow and no more than 10 feet from the primary target.

Unearthly Terror

The scarecrow’s mere presence evokes a sense of dread.

Prerequisite(s): Scarecrow

Benefit(s): As a bonus action, the scarecrow can spend a Hit Die. The DC of the saving throw against its fear effects, whether from its claw attack or from its Terrifying Glare, increases by 2.

Serpentfolk

Potent Venom

The serpentfolk is able to create a dose of exceptionally strong venom.

Prerequisite(s): Serpentfolk, poisonous bite

Benefit(s): By spending a Hit Die as a bonus action, when the serpentfolk deals damage with poison through a bite or envenoming a weapon, the poison’s damage is increased by the serpentfolk’s Constitution modifier.

Rapid Polymorph

The serpentfolk quickly changes forms.

Prerequisite(s): Serpentfolk, Shapechanger ability

Benefit(s): The serpentfolk can expend a Hit Die to use its Shapechanger ability as a bonus action instead of a normal action.

Serpentia

The pureblooded serpentfolk is powerful, and can manifest its spellcasting a greater number of times per day.

Prerequisite(s): Pureblooded serpentfolk

Benefit(s): The pureblooded serpentfolk may expend a Hit Die as part of an action to use their poison spray or suggestion abilities when they run out of normal daily uses.

Shadow

Infusion of Life

The shadow’s fell energies increase even as it drains the strength from its prey.

Prerequisite(s): Shadow

Benefit(s): When the shadow uses its strength drain attack, it can spend a Hit Die and a bonus action. For each point of Strength drained from the target, the shadow gains 2 temporary hit points.

Shifting Shadows

The shadow disappears into darkness, only to strike from darkness nearby.

Prerequisite(s): Shadow

Benefit(s): As a move, the shadow can spend a Hit Die to teleport to a space within 30 feet. The space must be in dim light or darkness, and the shadow must have a line of effect to the target space.

Shambling Mound

Entrapment

The shambling mound’s mass absorbs and surrounds an incoming melee attack.

Prerequisite(s): Shambling mound

Benefit(s): As a reaction to a melee weapon attack made against it, the mound can spend a Hit Die to engulf the attacking creature’s limb. The mound makes a slam attack against the creature. If the attack hits, the mound suffers no damage from the attack, and the target creature becomes restrained, unable to use that limb until the start of the shambling mound’s next turn.

Grasping Tendrils

The shambling mound extends its vines and tendrils to strike its prey.

Prerequisite(s): Shambling mound

Benefit(s): As a bonus action, the shambling mound can spend a Hit Die to gain a reach of 10 feet with one of its slam attacks until the start of its next turn. If the shambling mound spends two Hit Dice, both of its slam attacks gain a 10-foot reach.

Rise Up

The shambling mound sinks into the ground, only to rise from the muck nearby.

Prerequisite(s): Shambling mound

Benefit(s): As a bonus action, the shambling mound can spend a Hit Die to sink into the ground and reappear in an empty space it can see within 30 feet.

Shield Guardian

Residual Magic

The shield guardian is able to cast a stored spell twice.

Prerequisite(s): Shield guardian

Benefit(s): After the shield guardian casts the spell stored within it by its master, it can spend a Hit Die to recast that spell a second time. This option can only be used once per combat.

Skeleton

Bone Strike

The skeleton uses its own body as a weapon.

Prerequisite(s): Skeleton

Benefit(s): As a bonus action, the skeleton can expend a Hit Die to make a slam attack against an adjacent target. The slam attack inflicts bludgeoning damage equal to its primary weapon attack.

Slaadi

Death Aura

The slaad exudes an aura of death.

Prerequisite(s): Slaad

Benefit(s): The slaad can spend a Hit Die and a bonus action to activate an aura of death. While active, this aura deals 5 necrotic damage to any creature that ends its turn within 20 feet of the slaad. Undead and fiends ignore this effect.

Psychic Reflection

The slaad’s alien mind reflects psychic attacks.

Prerequisite(s): Slaad

Benefit(s): As a reaction, the slaad can spend one or more Hit Dice when targeted by a spell that inflicts psychic damage. The slaad must spend one Hit Die per level of the spell targeting it. If the slaad fails its saving throw against this spell, it suffers half damage and the original spellcaster suffers half damage (but no other effects, if any, from the spell). If, however, the slaad succeeds at its spell save, then it suffers no ill effects while the caster suffers the spell’s full effects.

Specter

Draw The Darkness

The specter uses its undying hatred to create shadows and subdue light.

Prerequisite(s): Specter

Benefit(s): As an action, the specter can spend a Hit Die to cast darkness, centered on itself, until the end of its next turn. If the specter spends two Hit Dice, the darkness fills a 30-foot-radius sphere centered on its space.

Sense Life

The specter is drawn to the presence of the living.

Prerequisite(s): Specter

Benefit(s): The specter can spend a Hit Die as a bonus action to sense the location of any creature within 60 feet of it, except for constructs or undead, until the start of its next turn. The specter can use this option to overcome the penalties associated with its sunlight sensitivity, except with regard to constructs or undead.

Sphinx

Discern Weakness

The sphinx instinctively understands a creature’s weaknesses.

Prerequisite(s): Sphinx

Benefit(s): As a bonus action, the sphinx can spend a Hit Die to study a creature it can see. The creature must succeed at a Wisdom saving throw against the sphinx’s spell save DC, or else the sphinx learns what conditions the target currently has and the creature’s vulnerabilities, if any.

Peer Into The Mind

The sphinx gazes deep into the mind of another creature.

Prerequisite(s): Sphinx

Benefit(s): The sphinx can, as an action, spend a Hit Die to cast detect thoughts without using one of its spell slots. If it spends two Hit Dice, the target of this spell suffers disadvantage on its Wisdom saving throw to resist the effects.

Sprite

Lingering Invisibility

The sprite’s magical invisibility persists for a moment longer.

Prerequisite(s): Sprite

Benefit(s): If the sprite spends a bonus action and a Hit Die while invisible, it remains invisible until the end of its next turn even if it attacks, casts a spell, or ends its concentration.

Stirge

Arterial Puncture

The stirge stabs its needle-like proboscis deep into an artery.

Prerequisite(s): Stirge

Benefit(s): As part of its initial attack against a creature, the stirge can spend a Hit Die to drive its proboscis deep into its quarry. Thereafter, detaching the stirge inflicts 1 point of piercing damage to its prey. This damage also occurs when the stirge detaches itself from the creature.

Succubus/Incubus

Love’s Sacrifice

The succubus draws upon the life force of its charmed subject to rejuvenate its own energies.

Prerequisite(s): Succubus or incubus

Benefit(s): The succubus can use its charmed subject as a bank of healing. As an action, the succubus can spend an action and a number of Hit Dice up to its proficiency bonus, healing the amount rolled on the dice. At the same time, the charmed creature loses that many hit points, at which time the charm automatically ends. The succubus/incubus can use this ability as long as it and its charmed subject occupy the same plane.

Secret Spy

With a whispered word, the succubus sees and hears whatever its charmed subject sees and hears.

Prerequisite(s): Succubus or incubus

Benefit(s): As an action, the succubus can spend a Hit Die to cast clairvoyance, using its charmed subject as its sensor. The distance between the succubus and its charmed subject does not matter, but the two must occupy the same plane to use this ability. The effect lasts up to 10 minutes and requires concentration on the succubus’s part. If the succubus spends two Hit Dice, it can both see and hear through its charmed subject.

Tarrasque

Destruction Unleashed

The massive bulk of the tarrasque shatters and destroys everything in its path.

Prerequisite(s): Tarrasque

Benefit(s): When the tarrasque attacks an object or structure, it can spend a Hit Die to inflict triple damage instead of double as described in its Siege Monster ability. If the tarrasque spends two Hit Dice, it inflicts quadruple damage to objects and structures.

Quake The Earth

The tarrasque pounds its bulk into the ground, trigger a series of earth tremors.

Prerequisite(s): Tarrasque

Benefit(s): As an action, the tarrasque can spend two or more Hit Dice to create the effects of an earthquake spell emanating from its space out to a distance of 100 feet. By spending two Hit Dice, the earthquake lasts until the start of the tarrasque’s next turn. For each additional two Hit Dice it expends, the earthquake lasts another round, up to 1 minute. The DC is 20 for any Dexterity saving throw involved with the tremors.

Storm Breath

With a mighty exhalation, the tarrasque unleashes a windstorm from its gigantic maw.

Prerequisite(s): Tarrasque

Benefit(s): As an action, the tarrasque can spend three Hit Dice to unleash a windstorm attack. The windstorm starts in the tarrasque’s space and fills a 120-foot cone.

Each creature in the cone’s area of effect must make a DC 27 Strength saving throw. on a failure, a target takes 24 (4d8+10) bludgeoning damage and is flung up to 60 feet away from the tarrasque in a random direction and knocked prone. If a flung creature strikes an object, such as a building, it takes 7 (2d6) bludgeoning damage for every 10 feet it was thrown before impact. If the flung creature strikes another creature, that creature must succeed on a DC 20 Dexterity saving throw or take the same damage and be knocked prone.

The tarrasque cannot use this option on two consecutive rounds. The GM can decide whether to include this special attack as one of the tarrasque’s legendary actions. If allowed, the Storm Breath ability uses all 3 legendary actions for the round.

Thunderous Roar

The tarrasque issues an ear-shattering roar that echoes for miles.

Prerequisite(s): Tarrasque

Benefit(s): As an action, the tarrasque can spend two Hit Dice and unleash a powerful roar. Each creature within 1 mile of the tarrasque becomes deafened until the end of their next turn. This roar automatically shatters thin or fragile glass within the area of effect. Glass or crystal items carried or held are unaffected, however.

Thri-Kreen

Acrobatic Assault

The thri-kreen launches an attack while somersaulting through the air.

Prerequisite(s): Thri-Kreen

Benefit(s): As part of its Standing Leap, thri-kreen can spend a Hit Die as a bonus action to make one melee weapon attack against one target along the path of its trajectory. If it spends two Hit Dice, it gains advantage on this attack.

Telepathy

In an emergency, a thri-kreen can communicate telepathically with others of its kind.

Prerequisite: Thri-Kreen

Benefit(s): The thri-kreen can, as a bonus action, spend a Hit Die to gain telepathy with a range of 100 feet, but only with other thri-kreen. This telepathic communication lasts for 1 minute. Another thri-kreen that has not used this option can receive but not respond to telepathic communications from other thri-kreen.

Treant

Crushing Blow

The treant’s branches collide, squishing the poor fool caught between them.

Prerequisite(s): Treant

Benefit(s): If the treant hits the same creature with two slam attacks, it can spend a Hit Die to inflict an additional 16 (3d6+6) bludgeoning damage.

Entangling Ground

Roots and vines crawl along the ground, grasping at the treant’s enemies.

Prerequisite(s): Treant

Benefit(s): As an action, the treant can spend a Hit Die to cast entangle. It can only have one entangle effect going at a time.

Force of Nature

The force of impact from the treant’s branch sends enemies flying.

Prerequisite(s): Treant

Benefit(s): When the treant makes a slam attack, it can spend a Hit Die as a bonus action. A Large or smaller creature struck by the slam attack must succeed at a DC 18 Strength check or be knocked straight back 20 feet, landing prone and taking 7 (2d6) bludgeoning damage.

Nature’s Sacrifice

When things become desperate, the forest sacrifices lesser trees so that the treant may survive.

Prerequisite(s): Treant

Benefit(s): When the treant has animated a tree, as an action, it can spend one or more Hit Dice to drain life from that tree to heal its own injuries. For each Hit Die as the treant expends, it rolls the die and regains that many hit points, but the animated tree loses twice as many. If the animated tree loses all its hit points in this manner, it shrivels and dies.

Troglodyte

Burning Stench

The troglodyte’s horrific stench burns the eyes.

Prerequisite(s): Troglodyte

Benefit(s): As a bonus action, the troglodyte can spend a Hit Die to acidify its Stench ability. For the next minute, any creature other than a troglodyte that starts its turn within 5 feet of the troglodyte and fails its Constitution saving throw suffers the normal effects of the stench and becomes blinded until the start of its next turn. Creatures with immunity to acid are immune to this effect.

Troll

Mutation

The troll undergoes an abrupt, grotesque metamorphosis.

Prerequisite(s): Troll

Benefit(s): As a bonus action, the troll can spend one or more Hit Dice to mutate its body. The extent of the mutation depends on the number of Hit Dice spent, as described in the table below. The troll can only use each mutation once during a combat. The troll reverts to its normal form after 1 hour. (see Mutation table below)

Relentless Hunter

Once the troll has your scent, there is no escape.

Prerequisite(s): Troll

Benefit(s): When the troll hits a living creature with a claw or bite attack, it can spend a Hit Die as a bonus action. For the next 24 hours, the troll gains a +4 bonus and advantage on any Perception check made to pursue, track, or otherwise locate the creature, regardless of distance, so long as the troll and its prey remain on the same plane.

Hit Dice Mutation Result
1 Second Head The troll grows a second head, giving it an extra bite attack each round
2 Additional Limb The troll gains another claw attack each round
3 Tentacles The troll’s arms morph into a pair of rubbery tentacles. Its claw attacks become slam attacks with 10-ft. reach that inflict bludgeoning damage. If the troll hits a creature with both tentacles, it automatically grapples the target
4 Armored hide The troll grows a carapace and gains resistance to fire or acid damage. These damage types still impede its regeneration

Unicorn

Teleporting Charge

The unicorn charges into its target and teleports away with them.

Prerequisite(s): Unicorn

Benefit(s): As part of its move action, a unicorn can spend a Hit Die as a bonus action. If the charge hits, the target creature suffers no damage and is not knocked prone, but instead must succeed on a DC 15 Wisdom saving throw. If the creature fails this save, the unicorn, its target, and anything worn or carried by the target are teleported up to 1 mile away to a location the unicorn is familiar with. This counts as the unicorn’s use of the Teleport ability for the day.

Vampire

Improved Regeneration

The vampire’s regeneration is particularly strong.

Prerequisite(s): Vampire or vampire spawn

Benefit(s): By spending a Hit Die as a bonus action, the vampire may roll 1d8 + its Constitution bonus modifier and add the resulting amount to its total hit points regenerated in a round.

Water Weird

Resist Flame

The water weird can quench flames.

Prerequisite(s): Water weird

Benefit(s): By spending a Hit Die as a reaction to being attacked by a fire source, the water weird instead gains immunity to that fire attack.

Wight

Black Charms

The wight can control more zombies than normal.

Prerequisite(s): Wight

Benefit(s): By spending one or more Hit Die as an action, the wight may increase the total number of zombies it is capable of controlling by +1 per Hit Die spent for 24 hours.

Will-O’-Wisp

Consume Heat

The will-o’-wisp drains the heat from everything around it.

Prerequisite(s): Will-o’-wisp

Benefit(s): By spending a Hit Die as a bonus action, the will-o’-wisp drastically lowers the temperature in a 20-foot-radius from its space. Each creature in the area of effect must succeed on a DC 10 Constitution saving throw or take 3 (1d6) cold damage.

Phased Attack

The will-o’-wisp phases inside its intended victim and attacks.

Prerequisite(s): Will-o’-wisp

Benefit(s): The will-o’-wisp can use its Incorporeal Movement to phase inside a creature. The will-o’-wisp can then spend a Hit Die to make a shock attack against Vampires.

Winter Wolf

Hoarfrost Breath

The winter wolf’s breath freezes into tiny shards of ice.

Prerequisite(s): Winter wolf

Benefit(s): By spending a Hit Die as a bonus action, when the winter wolf uses its Cold Breath ability, it deals 22 (4d10) points of cold and piercing damage instead.

Wyvern

Darting Tail

The wyvern’s tail is capable of dangerous darting strikes.

Prerequisite(s): Wyvern

Benefit(s): By spending a Hit Die when the wyvern makes a stinger attack, it can instead make a darting stinger strike, making three attacks with its stinger, but suffering disadvantage on all three attacks.

Worg

Rending Bite

The worg’s bite deals vicious wounds.

Prerequisite(s): Worg

Benefit(s): As part of an attack action, a worg can spend a Hit Die to reroll their damage, taking the greater result.

Wraith

Formless Shadow

The wraith is able to become completely insubstantial for a brief moment.

Prerequisite(s): Wraith

Benefit(s): By spending a Hit Die as a reaction, when the wraith is subject to an attack from acid, cold, fire, lightning, thunder, bludgeoning, piercing, or slashing from nonmagical weapons that aren’t silvered, it instead takes no damage.

Oppressive Darkness

The wraith can wrap itself with darkness and overcome its aversion to sunlight temporarily.

Prerequisite(s): Wraith

Benefit(s): By spending a Hit Die as a reaction to being caught in sunlight, the wraith may ignore the debilitating effects of sunlight for 1 round.

Xorn

Stone Glide

The xorn burrows its way through worked stone.

Prerequisite(s): Xorn

Benefit(s): By spending a Hit Die as part of its move, the xorn can use its Earth Glide ability to burrow through worked earth and stone, even if the materials are magical in nature.

that creature, gaining advantage on the attack and ending its turn. The will-o’-wisp still suffers 5 (1d10) force damage for ending its turn inside a creature.

Yeti

Glacial Gale

The abominable yeti’s cold breath is nearly limitless.

Prerequisite(s): Abominable yeti

Benefit(s): By spending a number of Hit Dice as a bonus action, when the abominable yeti attempts to recharge its Cold Breath ability, it rolls an additional number of d6s equal to the Hit Dice spent. If any of the d6s are a 6, its Cold Breath ability is recharged.

Hoarfrost Eyes

The yeti’s chilling gaze is particularly effective.

Prerequisite(s): Yeti

Benefit(s): By spending a number of Hit Dice (1 or 2) as a bonus action, when the yeti performs its Chilling Gaze ability, it may increase the DC by 1 if a single Hit Die was expended or cause disadvantage on the roll if two were expended.

Zombie

Deathly Resilience

A connection to dark energies strengthens the zombie.

Prerequisite(s): Zombie

Benefit(s): When the zombie makes a Constitution saving throw to avoid being destroyed, it may expend a Hit Die and add that number to its saving throw result.

Zerthian Monk

Blur

The Zerthian monk blurs and wavers as it moves.

Prerequisite(s): Zerthian monk

Benefit(s): As an action, the Zerthian monk can spend a Hit Die to cast blur. The effect lasts until the start of its next turn.

Telekinetic Parry

The Zerthian monk blocks an incoming attack with a blade of psionic force.

Prerequisite(s): Zerthian monk

Benefit(s): As a reaction, the Zerthian monk can spend a Hit Die to cast blade ward.

Section 15: Copyright Notice

Book of Monstrous Might (C) 2021 Total Party Kill Games. Author(s): Brian Berg, Mark A. Hart & Danny Grimes.

This is not the complete license attribution - see the full license for this page

scroll to top